Training Room - Release Notes for 1600.20091102.7T3 - 11/24/09


Adeon Hawkwood

 

Posted

Release Notes for 1600.20091102.7T3

Training Room

Tuesday, November 24th, 2009




COMBINED


Powers


General


More animation fixes:

  • Added Shield (without weapons) and Claws/Pistols animations to Ninja Run.
  • Walk and Ninja Run are now properly interrupted by “sliding” animations.
  • Ninja Run animations are now properly interrupted by falls.
  • Players using the minimal Visual FX theme for Invulnerability powers will now have sound effects when activating Invulnerability toggles.

Winter Event 2009
  • Lord Winter’s powers have been made a little less overwhelming.
  • Added a floater message when a Winter Lord spawns in a city zone.
  • Fixed the problem where players could not enter alternate instances of Lord Winter's Realm
  • Fixed the expert ski slope teleporter.
  • Candy Cane reward for the Father Time mission will now grant if the player has full salvage.
    • NOTE: When you leave Lord Winter’s Realm, you will be sent to Atlas Park (if you are a Hero) or Mercy Island (if you are a villain).
    • Known Issue : The Winter Lord does not spawn in Port Oakes.


CITY OF HEROES

Tasks
  • Manticore Task Force - Fixed a bug in the first mission that was causing Paragon Protector Elites to spawn at too high a level.


CITY OF VILLAINS

City Zones
  • Grandville: The Merit Reward vendors have returned.


 

Posted

Quote:
Originally Posted by Niviene View Post
  • Manticore Task Force - Fixed a bug in the first mission that was causing Paragon Protector Elites to spawn at too high a level.
Yay!


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
Yay!
Let's not get too excited about it.. it was happening in more than just the first mission.


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
Let's not get too excited about it.. it was happening in more than just the first mission.
Aren't all the missions the same? :P


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aww I liked the hit-the-ground-running ninja run...


 

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Can we run on water yet? No..? Damn it!

Edit: If you guys continue to alter the run animations for Ninja Run with different weapons you might as well rename it to "Arcobatics", which I might add, would not at all be a bad thing!


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
Let's not get too excited about it.. it was happening in more than just the first mission.
And that's the EXACT SAME WORDING used the last time they "fixed" it. Which they did...just for the first mission.


The issue is level 40 Paragon Protector Elites showing up in Crey missions targetted for 35+. It's not restricted to the Manticore TF. And specifically not restricted to the first mission of the Manticore TF. Change the spawn table for them to NOT be spawned at anything targetted at level 39 or lower and that should completely fix it.


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Posted

Quote:
Originally Posted by Niviene View Post
  • NOTE: When you leave Lord Winter’s Realm, you will be sent to Atlas Park (if you are a Hero) or Mercy Island (if you are a villain).
  • Known Issue : The Winter Lord does not spawn in Port Oakes.
Hmm. Sounds like even if nothing else goes wrong tomorrow, it's not ready to go live. If we promise not to hold you to it, can we have a target date for when the Winter Event will begin? I ask this because it's been an ongoing problem the whole five years with seasonal events starting way too late, and therefore running way too late. (Nobody is still going to be in the Christmas mood by the 3rd week in January. Or maybe even the second week.)

If it does have to go live with Lord Winter's Realm always dumping to one specific zone, is there any chance you can set the villain exit location to Cap au Diable? For convenience of very low level characters, you can set it on the dock right by the ferry back to Port Oakes, but seriously, Mercy Island is not the transit hub that Atlas Park is; Mercy Island is a dead end. I grant that most level 25+ villains can just Ouroboros out and move on to whatever zone they wanted to return to, so it's not a deal breaker, just a matter of convenience.

(Besides, I strongly suspect that most Winter Lord spawns will be in Cap au Diable anyway, for the same reason that most of them will be in Atlas Park heroside; it's where everybody is.)


 

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Quote:
Originally Posted by InfamousBrad View Post
If it does have to go live with Lord Winter's Realm always dumping to one specific zone, is there any chance you can set the villain exit location to Cap au Diable? For convenience of very low level characters, you can set it on the dock right by the ferry back to Port Oakes, but seriously, Mercy Island is not the transit hub that Atlas Park is; Mercy Island is a dead end. I grant that most level 25+ villains can just Ouroboros out and move on to whatever zone they wanted to return to, so it's not a deal breaker, just a matter of convenience.
Yeah, I definitely agree with this. Mercy is a crappy zone. Nothing connects to it. Cap is the Atlas of redside. Everything goes on in Cap. It's even a hassle to get out of Mercy once you're stuck there. Cap has a way to get to Port Oakes and Mercy, so it should be fine to dump people in Cap.


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

 

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ACK!

I just got on the test server to check the new NR animations.

Shield: It's good. It does what it's supposed to do, and syncs fine with the "with weapon" so the switch is seamless, more or less.

Claws and Pistols: Very good for moving. I like having both hands back. It gives the appearance that the character is ready to attack. However, jumping... NO! We lost this:



Arms no longer cross when jumping either with Claws or Pistols. That's what I liked most about it. Lots and lots (and I mean lots) of people said that picture looks really cool, and I even got 3 people IN-GAME to tell me they saw the picture and said it was awesome. PLEASE, PLEASE restore the crossed-arms when jumping. It's the best part, and looks awesome! I'll be really sad if you don't.


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

Just leveled a Claws character to 4 to check out the new NR animations, and I agree 100% with Dispari. The Claws and Dual Pistols versions of the power need to regain the crossed-arms jumping style. Unless there was a big issue with weapons clipping into the character's body, in which case I'll begrudgingly accept the current changes. Now, I need to go test a Shield character.


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Thing is, for the sake of safety for the lowbies, spawning at Mercy may be needed. As stated, higher level toons can easily Ouro out, plus there's connections to PO and Cap. My question is where in Mercy do people spawn? Due to the above mentioned things, people should spawn in the Mercy neighboorhood near the Black Market, port, or flyer as opposed to spawning at the starting area near the SG portal.


 

Posted

Quote:
Originally Posted by Niviene View Post
[B]Release Notes for 1600.20091102.7T3
  • NOTE: When you leave Lord Winter’s Realm, you will be sent to Atlas Park (if you are a Hero) or Mercy Island (if you are a villain).

Mercy?

That's like a kick in the jewels and a spit in the face. Why not send Heroes to Hollows while you're at it? =)

Joking aside, can we please change this to Cap?


 

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Quote:
Originally Posted by Mystic_Fortune View Post
Let's not get too excited about it.. it was happening in more than just the first mission.
This bug has also been happening in the Corporate Culture arc, flashbacked. A friend, @Doomguide, ran it and encountered a 40 PPE in the last mission (the arc caps at 34...).

Very glad to see this fixed in the TF though.


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The bug was seemingly in basically any heroside 30-34 Crey mission.



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It would've been nice if there were a few more badges added in. :/


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Posted

Quote:
Originally Posted by Robo_Knight View Post
It would've been nice if there were a few more badges added in. :/
Don't be greedy - GR will have a couple of new badges for sure


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Posted

Quote:
Added Shield (without weapons) and Claws/Pistols animations to Ninja Run.
Does anyone have screenies of this?


 

Posted

Quote:
Originally Posted by VoodooCompany View Post
And that's the EXACT SAME WORDING used the last time they "fixed" it. Which they did...just for the first mission.


The issue is level 40 Paragon Protector Elites showing up in Crey missions targetted for 35+. It's not restricted to the Manticore TF. And specifically not restricted to the first mission of the Manticore TF. Change the spawn table for them to NOT be spawned at anything targetted at level 39 or lower and that should completely fix it.
Its happening outside the Manticore TF too, particularly with some redside arcs. Hopefully fixing the root cause for the one correct them all.


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Posted

Quote:
Originally Posted by SlyGuyMcFly View Post
Does anyone have screenies of this?


Old Claws: The poses were okay, but what you can't see in the picture is that the claws were positioned and angled at really odd angles, and would flip and rotate while moving.



New Claws: The odd angles and clipping issues are gone. Standing pose is roughly the same, but back (right) hand downward instead of sideways. Running is new: it now holds both hands back, which I think looks really good, as if the character is ready to attack. Jumping has changed to the default jump, but with claws. The jump should be reverted. The old arms-crossed jump looked WAY better.



Old Shield: Awkward positioning where the shield is held out on the arm and not actually used defensively. Standing pose is okay, but running and jumping have the shield either thrown off to the side as if disregarded, or clipping horribly when arms cross -- this is one instance where the arms crossed version DOESN'T look good, but other sets with it should be maintained!!



New Shield: Fixed the positioning of the shield. Essentially it's the same as if you had sword+shield. It looks better all around. Standing is the same, but run now holds the shield out, defensively, rather than holding it to the side. Jump no longer clips.



Old Pistols: This had the same issues as Claws, which you can see more easily in these screenshots. Standing pose is very awkward for a pistol. The running poses is even more awkward, with one pistol being held upsidedown. The arms-crossed jumping pose is the only thing with the current version that doesn't look goofy as heck.



New Pistols: Standing pose is much improved, with a more natural "relaxed" position of the back (right) hand. The running pose is severely improved, with the double hands-back run that Claws has, and with no wacky flipped pistols. For some reason the jump was changed too, which looks clumsy and uncool.

Summary: Good improvements all around, however, please PLEASE PLEASE retain arms-crossed animation for Claws and Pistols, like it is for DB. It looks cool (especially with Pistols) and doesn't appear to cause any clipping issues (since DB already uses this and works fine).


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

Agreed with Dispari.

The crossed arm jumps seem to be more natural for the showy style of the ninja run power for Dual pistols and Claws.

With the normal 'gull wing' jump it does seem like the claws could hurt someone by going into a dive move, but the crossed arms contain more 'awesome cinematic flair' with the picture of one dropping down to perform a Sweeping strike style slash with the claws or a gun kata style held sideways rain of lead from the pistols as soon as they land.

The crossed arms for Dual Pistols seems to suit the style of the new GR pistols, the flair that the character has spinning about Equilibrium style clearing the area just... Clicks with the crossed arm animation, it suits it much better than the 'Looks like i'm going to drop these things by accident' of the upside-down held jump.


 

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Yes, the crossed arms jumping animation for Claws and Pistols does look much better. Please keep it!



 

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I agree with the pistols. But I kindda like the new jump for claws. It really looks like you're diving onto your prey to shred him into pieces!


 

Posted

Quote:
Originally Posted by InfamousBrad View Post
Hmm. Sounds like even if nothing else goes wrong tomorrow, it's not ready to go live. If we promise not to hold you to it, can we have a target date for when the Winter Event will begin? I ask this because it's been an ongoing problem the whole five years with seasonal events starting way too late, and therefore running way too late. (Nobody is still going to be in the Christmas mood by the 3rd week in January. Or maybe even the second week.)
Aside from the first one, the Winter Events have generally started in mid-December. I'm pretty sure that's by design, to have something different running to keep people occupied during the natural lull in development due to Christmas and New Year, and the slow ramping-up that takes place after the year starts and everyone gets back to work. The first one was late because it was tied to Issue 3, which was delayed by very contentious balance arguments. Issue 3 going live on January 4th as the same build that had been on Test since prior to Christmas illustrates the natural development cycle lull that the Winter events ever since seem to be used to cover.


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