Issue 19 - Patch Notes for build 1900.201011102104.11


Airhammer

 

Posted

Patch notes for build 1900.201011102104.11.

COMBINED

Tip Missions

  • Nocturnal Oneironmancies:
    • The exit text has been updated and will be correctly displayed upon mission completion.
  • The Unusual Suspects
    • Silent Blade will no longer fall over dead after her dialogue exchange.
  • One Good Spider
    • Corrected the mission accept option text.
  • Your Friend, Sabre, Called
    • Overdrive will now help you take down Captain Anderson.
  • The Dagger of Caernoz
    • Adjusted text so that it makes sense why Lord Caernoz spawns as hostile.
  • Bootleg Video Case
    • Added sub-objective text for rescuing Colins.
  • Hologram of General Aarons
    • AoE attacks will no longer kill General Aarons.
  • Interrogation Results
    • Wyvern patrols will no longer attack other Wyvern agents.
  • Deactivated Arachnos Spider
    • Savage Siren can no longer be defeated.
    • The mission will no longer complete before Savage Siren is rescued.
  • An Unreturned Phone Call
    • Jim Matherson will no longer become friendly and forget you are trying to kill him if you run away from him.
  • Private Punishment
    • The first encounter will spawn only the boss, no warriors.
    • Private Punishment will no longer succumb to AoE damage.

Tasks
  • Apex Task Force
    • The mission map marker leading from the sewer to the PPD headquarters should no longer be pointing to a spot beneath the world.
    • Fixed some text errors in this task force.
  • Tin Mage Task Force:
    • Director 11's 'minelayers' can no longer be targeted by AOE damage.
    • Fixed the Defense Force NPCs info text in the final mission.
  • Apex and Tin Mage Task Forces:
    • Warworks enemies no longer become untargetable after being defeated.

Mission Architect
  • Fixed mini-map issues with Atlas Park Time Capsule and Nemesis Shadow Shard Base

CITY OF HEROES
  • Fort Trident
    • Signature NPCs will now allow Heroes to progress through their dialogue trees.

CITY OF VILLAINS
  • The Crucible
    • Signature NPCs will now allow Villains to progress through their dialogue trees.

PRAETORIA

Zone Events
  • The Syndicate Takedown: The last stage will now properly credit the defeats of any remaining sub-bosses from the Interior stage toward the success condition for the guards.
  • Great Escape: Players will no longer get stuck in the door in the second phase of the Resistance path.


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Posted

First post after redname!

Kinda sucks that the invisible minelayers can't be defeated any longer, but I can't say that I didn't expect it. (Still, is there a good reason for the dude to have invisible minelayers to begin with?) :/


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Originally Posted by Nethergoat View Post
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Posted

How goes fixing the pvp drop rate for anything?


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Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
First post after redname!

Kinda sucks that the invisible minelayers can't be defeated any longer, but I can't say that I didn't expect it. (Still, is there a good reason for the dude to have invisible minelayers to begin with?) :/
He is supposed to be dropping them, the invisible guys are just how it is implemented.

[edit]Still no /facepalm, like the t-shirt from San Diego promised us? Any word on that thing? lol


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Posted

Quote:
Originally Posted by CaptainMoodswing View Post
He is supposed to be dropping them, the invisible guys are just how it is implemented.
Invisible guys that can just run around willy-nilly and drop them wherever, even when Director 11 isn't even remotely close. Right.

Of course, that might have been the invisible guys running around scared by the AoEs... if they don't do that anymore, then maybe the prox bombs will make a bit more sense and the whole encounter will feel more natural.


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Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

Quote:
Originally Posted by Chad Gulzow-Man View Post
Invisible guys that can just run around willy-nilly and drop them wherever, even when Director 11 isn't even remotely close. Right.
Can they? Maybe they just spawn where he is, place the bomb and die? You're assuming an awful lot.


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Posted

By the time we finished fighting him in the Tin Mage TF I did, there were bombs EVERYWHERE. The floor was covered in them. Including places that Director 11 never even got close to. I was running around trying to set as many off as I could just so there was floor to stand on again.

In my opinion, the fight with Director 11 was worse than Battle Maiden at the end of the Apex TF. I haven't heard a single other person complain about it, so it's likely that something just went wonky in the run that I did... but it was definitely ridiculous beyond reason.


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Originally Posted by Nethergoat View Post
it's NEVER too late to pad your /ignore list!

 

Posted

There is an ***load of bugs that should've been addressed before all the Tip mission stuff.


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Posted

Quote:
Originally Posted by Hazygreys View Post
How goes fixing the pvp drop rate for anything?
Ran a quick 1v1 test in the arena and still nothing dropping. No inf, no prestige. Assuming the rest of the stuff isn't dropping either.


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Posted

Toggle dropping anyone!!?? ANYONE!?!?!?


 

Posted

Quote:
Originally Posted by Wanted_NA View Post
There is an ***load of bugs that should've been addressed before all the Tip mission stuff.
Because every issue/bug/error takes the EXACT SAME SKILLS and the EXACT SAME TIME as every other issue/bug/error to find, fix, and patch.


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Posted

Quote:
Originally Posted by Wanted_NA View Post
There is an ***load of bugs that should've been addressed before all the Tip mission stuff.
And I'm sure the Mission writers would happily fix all though bugs if they could. But unfortunately advanced programming knowledge and a deep understanding of the game's code isn't one of their job requirements.


 

Posted

Quote:
Originally Posted by Rajani Isa View Post
Because every issue/bug/error takes the EXACT SAME SKILLS and the EXACT SAME TIME as every other issue/bug/error to find, fix, and patch.
No, but instead of devoting time to fix this stuff they could've devoted it to fix the more important ones so we'll have fixes for it sooner.

EDIT: Unless it's a totally different team working on either I suppose, which I kinda doubt, but eh.


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Posted

Pet AI lobotomised even more it seems...

so i20 = removing player pets by any chance? MM replaced with... Tweedledum and Tweedledee? Well as long as I can have a roflcopter hat I guess its ok


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Posted

Quote:
Originally Posted by Wanted_NA View Post
No, but instead of devoting time to fix this stuff they could've devoted it to fix the more important ones so we'll have fixes for it sooner.
That's not how it works

For example, Dr. Aeon is one of the mission writers - it's unlikely he'll know much about the toggle-dropping big, or the bug that's stopping rewards dropping in PvP - so instead of him haning around doing nothing, or working on I20, he fixes the parts of I19 that he's an expert in - the stories.
Castle, Synapse, Black Scorpion and the rest of the powers team could stop work on trying to fix the toggle-dropping bug to correct typos and clarify text in the I19 misisons, but that would be a job better left to Dr. Aeon, so they can carry on fixing power bugs.


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Posted

The thing is they should know how to fix the toggle dropping bug. It has happened a few times in the past.

Spaghetti code. That's what this is, spaghetti code.


 

Posted

Quote:
Originally Posted by Scene_EU View Post
Pet AI lobotomised even more it seems...

so i20 = removing player pets by any chance? MM replaced with... Tweedledum and Tweedledee? Well as long as I can have a roflcopter hat I guess its ok
Elaborate please, what happened to pet AI?


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Posted

Not only do pets still run into melee, but now they run past the spawn you're attacking into the next unaggro'd spawn and start attacking them. Had this happen more than once in a tip mission about 10mins ago. Oh and this case the unaggro'd spawn happend to be waaaay around the corner of a cave mission, and out of LoS. I saw the Assbot run around the corner whilst I was dealing with 7 or 8 DE, and moved to see where the hell he was going (all the while spamming /goto) and he ran right into the next spawn and opened fire on them. Happened again in a large cave room of 3 spawns (with quite a space between them so no chance of AoE overlap).

Thinking of changing all of my pets names to "Not a Tank, but frequently thinks it is"


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Posted

Quote:
Originally Posted by Scene_EU View Post
Not only do pets still run into melee, but now they run past the spawn you're attacking into the next unaggro'd spawn and start attacking them. Had this happen more than once in a tip mission about 10mins ago. Oh and this case the unaggro'd spawn happend to be waaaay around the corner of a cave mission, and out of LoS
You fighting rikti monkeys? LOL. The rikti monkey gas made 'em run all goofy-like. The other thought is that lit oil slicks will also make 'em run. This was another bug that was resolved and now has re-appeared.

If there's no monkey gas and no lit oil slick then I'm not sure what's going on.

I have only run one MM though the incarnate arc and didn't have any problems.


 

Posted

Quote:
Originally Posted by Scene_EU View Post
Not only do pets still run into melee, but now they run past the spawn you're attacking into the next unaggro'd spawn and start attacking them. Had this happen more than once in a tip mission about 10mins ago. Oh and this case the unaggro'd spawn happend to be waaaay around the corner of a cave mission, and out of LoS. I saw the Assbot run around the corner whilst I was dealing with 7 or 8 DE, and moved to see where the hell he was going (all the while spamming /goto) and he ran right into the next spawn and opened fire on them. Happened again in a large cave room of 3 spawns (with quite a space between them).

Hmmm. I have noticed pets seeming to ignore goto/follow orders more than what I consider normal, but that was before the new patch as well. I'm currently doing incarnate stuff with my bots/dark, so I'll keep an eye out tonight.


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Posted

Quote:
Originally Posted by FitzSimmons View Post
The thing is they should know how to fix the toggle dropping bug. It has happened a few times in the past.

Spaghetti code. That's what this is, spaghetti code.
The toggle dropping bug in the past has frequently been due to the clocks of the different servers/zones being set to different times. If long recharge time powers are also instantly recharged upon zoning it's probably that bug again.


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Posted

Quote:
Originally Posted by Wanted_NA View Post
No, but instead of devoting time to fix this stuff they could've devoted it to fix the more important ones so we'll have fixes for it sooner.

EDIT: Unless it's a totally different team working on either I suppose, which I kinda doubt, but eh.
No, it really is different teams. Some bugs are caused by errors in the scripting of missions, some by various database entry errors, and some are caused by bugs in the underlying game code. Each of these requires different skillsets and game system knowledge. Also, some teams focus on map and zone design, some on graphics and animations, some on power coding, some on coding missions, and some on writing the underlying software. Most of those teams are not going to do well if asked to work on a different area.


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Posted

Quote:
Originally Posted by Schismatrix View Post
The toggle dropping bug in the past has frequently been due to the clocks of the different servers/zones being set to different times. If long recharge time powers are also instantly recharged upon zoning it's probably that bug again.
Yep, that is exactly what is happening - toggles and long rech powers like [Secondary Mutation] or resetting when you zone periodically.


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Posted

Quote:
Originally Posted by Avatea View Post
Patch notes for build 1900.201011102104.11.

COMBINED

Tip Missions

  • Hologram of General Aarons
    • AoE attacks will no longer kill General Aarons.
But i thought the game had established that Aarons will almost always find a way to get himself defeated in any potentially hostile environment. This "fix" contradicts de facto canon.

"One of the base's power cores is unstable!"
"Which one?!"
"We're not sure, the fluctuations in the power grid just appeared!"
"General Aarons has drawn his pistol. Follow him!"
"And tell the hospital to prepare to treat the General. Again."

General Aarons is sort of like a suicidal canary.


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