Going Rogue/Issue 18 - Patch notes for build 1850.201007290124.21T2


Aerospark

 

Posted

Patch notes for build 1850.201007290124.21T2.

COMBINED

Mission Architect

  • Fixed the animations for various custom critter powers that no longer matched the casting time after they became uninterruptible.

CITY OF HEROES

City Zones
  • Talos Island: fixed Crane parts that were missing textures.

CITY OF VILLAINS

Badges
  • The badge “The Solution” is no longer Hero Only and can be earned by Rogues in Paragon City. Rogues and Villains who have already defeated Jurassik will be granted this badge immediately.
  • The badge “Spellbinding” is no longer Hero Only and can be earned by Rogues in Paragon City. Rogues and Villains who have already defeated enough of the Cabal will be granted this badge immediately.

Tasks
  • Morality Missions: The other selves in My Other Selves will no longer hang out with the player after their time is done.

PRAETORIA

City Zones
  • Neutropolis: Moved floating cargo containers down to the ground
  • Neutropolis: fixed Crane parts that were missing textures.

Tasks
  • Neutropolis Underground – In Crow’s first mission the waypoint now points directly at the VIP’s location.
  • Neutropolis – Bobcat: Jon Shen’s army of Syndicate initiates no longer show up all at once in an effort to outdo Reichsman and his 5th column troops. Their arrival is now staggered and paced throughout the mission rather than all lumped at the end.


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Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1850.201007290124.21T2.

Neutropolis – Bobcat: Jon Shen’s army of Syndicate initiates no longer show up all at once in an effort to outdo Reichsman and his 5th column troops. Their arrival is now staggered and paced throughout the mission rather than all lumped at the end.
Thank you for fixing the floating cargo and crane parts, they did look a little strange.

The Shen ambush though may need some more work. Granted every ambushed died easily (too easy for a supposedly equal level ambush) but, none of them granted ANY experience.


 

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Quote:
Originally Posted by GMan3 View Post
Thank you for fixing the floating cargo and crane parts, they did look a little strange.

The Shen ambush though may need some more work. Granted every ambushed died easily (too easy for a supposedly equal level ambush) but, none of them granted ANY experience.
I don't think they ever granted any experience, much like the weakened destroyers in Tami Baker's arc. They're significantly weaker than normal even level enemies. Perhaps underling experience would be appropriate?


 

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Quote:
Originally Posted by Aerospark View Post
I don't think they ever granted any experience, much like the weakened destroyers in Tami Baker's arc. They're significantly weaker than normal even level enemies. Perhaps underling experience would be appropriate?
Any experience would be nice. If it was just one ambush it really would have been too easy, but after the second I was out of endurance and after the fourth I was out of blue inspirations, then came the fifth ambush and geesh. It was fun though, I have to admit that. This scenario repeated two more times for me before I finish the mission too. No experience for all that was just a little disappointing. Maybe give minion experience for defeating the entire group? Anyways, just my opinion.


 

Posted

It seems this patch has re-introduced the old (and annoying) behavior where NPCs will not follow a stalker unless Hide is turned off. This happened in both a villainside kidnap newspaper mission and in a rogue morality mission where Swift Cut had to be led through the sewer. In both cases the NPC would not follow unless Hide was turned off.


 

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Quote:
Originally Posted by Creole Ned View Post
It seems this patch has re-introduced the old (and annoying) behavior where NPCs will not follow a stalker unless Hide is turned off. This happened in both a villainside kidnap newspaper mission and in a rogue morality mission where Swift Cut had to be led through the sewer. In both cases the NPC would not follow unless Hide was turned off.
That was fixed? When? I play a demon/dark MM that has never been able to use it's stealth power, and a Widow who can never use her stealth, if I wanted a kidnap victem to follow. By the same token though, NPC's that fought with me have always followed along no matter what power I use.


 

Posted

I only recall it being changed for stalkers (or more specifically, for stalker Hide).

Ambushes that target the player have always seen through Hide and still do but I recall at some point it was changed so that escort NPCs would follow a stalker with Hide on. It's possible I am thinking of NPCs that fight alongside the player as you mention, but I am fairly certain I recall playing where escort NPCs would follow my Hidden stalker.

Hopefully others will chime in on whether I am misremembering or not.


 

Posted

Quote:
Originally Posted by Creole Ned View Post
I only recall it being changed for stalkers (or more specifically, for stalker Hide).

Ambushes that target the player have always seen through Hide and still do but I recall at some point it was changed so that escort NPCs would follow a stalker with Hide on. It's possible I am thinking of NPCs that fight alongside the player as you mention, but I am fairly certain I recall playing where escort NPCs would follow my Hidden stalker.

Hopefully others will chime in on whether I am misremembering or not.
I can't speak for stalkers since I haven't played one for a few years now. Still though, if it was fixed for stalkers hide and not for other toons stealth (which is considerably weaker in comparison) that would seem a little inappropriate to me. I would like to see someone's reasoning if that is the case.

EDIT: Just took a stalker through a "lead" mission and even though I had my hide on, the NPC followed just fine. Might be that specific mission though.


 

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Sorry, I should have phrased that better. I only knew of the change affecting stalker Hide. I do not have other characters with stealth to test if the change affected them as well.


 

Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1850.201007290124.21T2.[*]Neutropolis – Bobcat: Jon Shen’s army of Syndicate initiates no longer show up all at once in an effort to outdo Reichsman and his 5th column troops. Their arrival is now staggered and paced throughout the mission rather than all lumped at the end.[/list]
This needs to be looked at again.

I just started this mission. It is true that the ambush wasn't all lumped into one giant army at the end. It was however, mostly lumped into one giant army at the beginning.

I was barely half way through the first wave, when three more waves showed up. I died and went to the hospital. When I came back and looked around while in hide (playing a Stalker), right near the entrance were the other 30 or so mobs from the ambush.

Thankfully, I was able to completely bypass them after that. However, imagine my shock and dismay when I reached the back end of the map and yet more ambushes spawned. I died yet again, thanks to being overwhelmed by 20 or so mobs at a single time.


 

Posted

Quote:
Originally Posted by Moonshires View Post
This needs to be looked at again.

I just started this mission. It is true that the ambush wasn't all lumped into one giant army at the end. It was however, mostly lumped into one giant army at the beginning.

I was barely half way through the first wave, when three more waves showed up. I died and went to the hospital. When I came back and looked around while in hide (playing a Stalker), right near the entrance were the other 30 or so mobs from the ambush.

Thankfully, I was able to completely bypass them after that. However, imagine my shock and dismay when I reached the back end of the map and yet more ambushes spawned. I died yet again, thanks to being overwhelmed by 20 or so mobs at a single time.
I ran into something similar. Not thrity mobs, but two huge spawns of mobs. They died fast enough (weaker then their levels suggested) but there was a lot of them.