Hooray. I'll have to test out the derp-factor of pets with Miss Shift here soon. Kind of not as interested in screwing around with my Darkness builds in light of this on Live (as most of my Dark character's defense comes from Summon Shadows as chaff/health, and Void Horror for slightly similar reasons).
Summon Shadows are temporary and uncontrollable I thought? They just kinda go after the first thing you attack after summoning.
They are, but they also have (previously) had an awkward pause between targets that would often lead to them just standing around for a bit. They may just be breaking after the first attack command string, but they last for such a short time that generally most fights are over by the time that happens, or very close to it.
Most fights longer then that are single-target anyway, and their AI sticks to it for the whole duration.
There's a distinctly more limited set of constraints on getting this to reproduce, and I may just be seeing things as well (there's never more then a 5s period where their primary target just after summoning dies, and combat ends on my Darkness characters for the most part).
I'd assumed it was a similar or related issue with the controllable pets, though?
EDIT: Also've noticed the same hesitation from one fight to the next - if I end a fight just shortly after I summon them, and then engage another group in their uptime window, they don't always get into combat properly. It's really hard to set up situations like this, though. :U I notice it the most often in the Powerhouse, or the opening of Resistance when I do something silly (like take out the huge blocks of Destroids).
Tailor on test was acting very... weird... Loading up the costume selection window often froze for about 5-10 seconds before snapping up, and upon completing a costume change when going back to the selection window would often freeze again sometimes failing to save changes. But it was very random.... I'd almost think it was lag, except I had none.
But without pnj to buy or sell, with these crafting tables...
And i think that these tables would been better at the other side, behind the submarine to MI, where the crates are actually. Between the two "false" doors.
Mysticism table, specially, is shocking where you put it.
With computers and enginering all around this table, this is a immersive break. It's not the right place to install magician equipments.
Install it far of vital technologic equipments for submarine seems a more apropriate place.
Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
Currently, creating new costumes in the tailor is wonky.
Is the bug with accidentally overwriting existing costumes when you hit "Edit costume" without all of them being loaded on the list known about? You can end up editing two costumes at once this way and have them come out the same. As stated, it can overwrite a slot.
Is the bug with accidentally overwriting existing costumes when you hit "Edit costume" without all of them being loaded on the list known about? You can end up editing two costumes at once this way and have them come out the same. As stated, it can overwrite a slot.
Well you wanted bug reports in color so...Messed about with some various powers on test and hit a few bugs:
Mini Mines: Ranking to 2 if you have Wall of Fire adv does absolutely nothing. Further, color tinting doesn't color the explosion. Further, I'm not sure if it is a bug or not but when using Wall of Fire you get exactly 2 sets of mines, not 2 additional mines.
Particle Mine: Color tinting works fine on the explosion but on the mine itself it is off about a whole color. Further the mine seems to take a good 3-4 seconds if placed next to someone before exploding. Using this while flying often causes the mine to float in the air as would be expected, except this is just a graphic, the real mine falls to the ground like a rock completely invisible save for the name over it.
Rocket Launcher: On females, firing the rocket launcher puts it through your head, the actual weapon model itself seems to be off about 6 inches left of where it should be while firing. Further the explosion isn't color tinted yet the back draft is.
Thermal Reverb: The tooltip for how much energy is gained never updates based on your Recovery or Presence but DOES actually work properly, the tooltip just doesn't show it.
Resistance Adventure Pack: Also on live, but almost all the pathfinding in cutscenes or right after is completely haywire, most notable in the first cutscene in the prison section where the various people you free often fall into the pit, fail to leave the jail, stop half way, etc. Also 'evil Ironclad' seems to never drop loot no matter what meaning his weapon drop is unobtainable along with the normal loot drops.
Yeah, I was wondering which bug they were refering to specifically by the use of the term "wonky", and what will "wonky" do to my outfit when I create a new costume. :rolleyes:
Is the bug with accidentally overwriting existing costumes when you hit "Edit costume" without all of them being loaded on the list known about? You can end up editing two costumes at once this way and have them come out the same. As stated, it can overwrite a slot.
...I was about to bring this^ up
I've been having this issue for a looong time. It doesn't happen often, but when it does, it tends to happen several times in a row, and if you have many costumes (like 20+) its really hard to notice or remember which costume got overwritten... assuming you even notice at the time it happens at all. Sometimes, I wont even notice until days later when I look for the costume and can't find it, then find multiple instances of a costume I changed before.
Also 'evil Ironclad' seems to never drop loot no matter what meaning his weapon drop is unobtainable along with the normal loot drops.
Pointing this out again - I've noticed this multiple times on Live as well, and it's prevented me from ever doing that side again when I do run it.
EDIT: Also: Pet Pathing seems to be horribly off - frequently when testing Summon Shadows, the shadows would get stuck on seemingly nothing (I assume either each other, or a defeated enemy, which just leads to further confusion) and spend their entire duration trying to overcome this to get to a target. Sometimes all of them would be affected, sometimes only one. This happened no matter what I was doing at the time, and at least one observed time they seemed to get stuck on my character model until I moved out of the way.
This happens on Live, as well, and I don't think it's limited to just mobs. Pathing in general seems to have gone wonky.
The Darkspeed device currently takes up both a travel power slot and a device slot. Shouldn't it either be one, or the other, not both?
This is also an issue on Live.
It only takes up a Travel Power Slot if you have one Travel Power. Additionally, if it bugs you that much, you can drag it off of the power bar without issue. But it must be slotted on the Device Bar for it to work.
It only takes up a Travel Power Slot if you have one Travel Power. Additionally, if it bugs you that much, you can drag it off of the power bar without issue. But it must be slotted on the Device Bar for it to work.
I know how to fix it. It just shouldn't be doing it in the first place. Hence, it's an issue and is worth reporting, since it continues to do so.
I thought that was the designed functionality? Anti-Grav Boots do this as well.
Yeah. In my mind, this is a feature, not a bug. You can use your regularly assigned travel power key to activate it now without having to change your binds.
I thought that was the designed functionality? Anti-Grav Boots do this as well.
Anti-Gravity boots do it, but crafted travel power devices do not. One could make a case either way. Luckily, it's not really an issue that we need to figure out for ourselves.
Saw this mentioned by Talesian, and I was able to easily reproduce it:
Open Palm Strike:
This power initiates a KD on tap. It's not documented on the power description. The problem is, this KD does not grant knock resistance.
There's something odd with One Hundred Hands. I tried it on a large crate in the VB PH, and I could activate and maintain it, but it did no damage. Other unarmed attacks worked as normal on the crate. One Hundred Hands did work on the test dummies for me. It may be irrelevant functionally, but I don't think I've ever seen that with another power.
Comments
Was hoping for some updates on the Unarmed stuffs though.
No Unarmed advantages...T_T
Good to see crafting tables in Lemuria, but not really a lot to comment on...other than how depressing the lack of new advantages is X_X
They are, but they also have (previously) had an awkward pause between targets that would often lead to them just standing around for a bit. They may just be breaking after the first attack command string, but they last for such a short time that generally most fights are over by the time that happens, or very close to it.
Most fights longer then that are single-target anyway, and their AI sticks to it for the whole duration.
There's a distinctly more limited set of constraints on getting this to reproduce, and I may just be seeing things as well (there's never more then a 5s period where their primary target just after summoning dies, and combat ends on my Darkness characters for the most part).
I'd assumed it was a similar or related issue with the controllable pets, though?
EDIT: Also've noticed the same hesitation from one fight to the next - if I end a fight just shortly after I summon them, and then engage another group in their uptime window, they don't always get into combat properly. It's really hard to set up situations like this, though. :U I notice it the most often in the Powerhouse, or the opening of Resistance when I do something silly (like take out the huge blocks of Destroids).
But without pnj to buy or sell, with these crafting tables...
And i think that these tables would been better at the other side, behind the submarine to MI, where the crates are actually. Between the two "false" doors.
Mysticism table, specially, is shocking where you put it.
With computers and enginering all around this table, this is a immersive break. It's not the right place to install magician equipments.
Install it far of vital technologic equipments for submarine seems a more apropriate place.
Is the bug with accidentally overwriting existing costumes when you hit "Edit costume" without all of them being loaded on the list known about? You can end up editing two costumes at once this way and have them come out the same. As stated, it can overwrite a slot.
This
Also, was totally expecting to see UA Advantages.
Alas, back to playing on live.
Mini Mines: Ranking to 2 if you have Wall of Fire adv does absolutely nothing. Further, color tinting doesn't color the explosion. Further, I'm not sure if it is a bug or not but when using Wall of Fire you get exactly 2 sets of mines, not 2 additional mines.
Particle Mine: Color tinting works fine on the explosion but on the mine itself it is off about a whole color. Further the mine seems to take a good 3-4 seconds if placed next to someone before exploding. Using this while flying often causes the mine to float in the air as would be expected, except this is just a graphic, the real mine falls to the ground like a rock completely invisible save for the name over it.
Rocket Launcher: On females, firing the rocket launcher puts it through your head, the actual weapon model itself seems to be off about 6 inches left of where it should be while firing. Further the explosion isn't color tinted yet the back draft is.
Thermal Reverb: The tooltip for how much energy is gained never updates based on your Recovery or Presence but DOES actually work properly, the tooltip just doesn't show it.
Resistance Adventure Pack: Also on live, but almost all the pathfinding in cutscenes or right after is completely haywire, most notable in the first cutscene in the prison section where the various people you free often fall into the pit, fail to leave the jail, stop half way, etc. Also 'evil Ironclad' seems to never drop loot no matter what meaning his weapon drop is unobtainable along with the normal loot drops.
won·ky
[wong-kee]
adjective, -ki·er, -ki·est.
1. British Slang .
a. shaky, groggy, or unsteady.
b. unreliable; not trustworthy.
2. Slang . stupid; boring; unattractive.
I like it.
Yeah, I was wondering which bug they were refering to specifically by the use of the term "wonky", and what will "wonky" do to my outfit when I create a new costume. :rolleyes:
And...
...I was about to bring this^ up
I've been having this issue for a looong time. It doesn't happen often, but when it does, it tends to happen several times in a row, and if you have many costumes (like 20+) its really hard to notice or remember which costume got overwritten... assuming you even notice at the time it happens at all. Sometimes, I wont even notice until days later when I look for the costume and can't find it, then find multiple instances of a costume I changed before.
EDIT:
Tailor Altering Wrong Costume when Editing
I described this bug in this^ thread at the Game Bugs forums.
Pointing this out again - I've noticed this multiple times on Live as well, and it's prevented me from ever doing that side again when I do run it.
EDIT: Also:
Pet Pathing seems to be horribly off - frequently when testing Summon Shadows, the shadows would get stuck on seemingly nothing (I assume either each other, or a defeated enemy, which just leads to further confusion) and spend their entire duration trying to overcome this to get to a target. Sometimes all of them would be affected, sometimes only one. This happened no matter what I was doing at the time, and at least one observed time they seemed to get stuck on my character model until I moved out of the way.
This happens on Live, as well, and I don't think it's limited to just mobs. Pathing in general seems to have gone wonky.
The Darkspeed device currently takes up both a travel power slot and a device slot. Shouldn't it either be one, or the other, not both?
This is also an issue on Live.
It only takes up a Travel Power Slot if you have one Travel Power. Additionally, if it bugs you that much, you can drag it off of the power bar without issue. But it must be slotted on the Device Bar for it to work.
I thought that was the designed functionality? Anti-Grav Boots do this as well.
Yeah. In my mind, this is a feature, not a bug. You can use your regularly assigned travel power key to activate it now without having to change your binds.
Open Palm Strike:
This power initiates a KD on tap. It's not documented on the power description. The problem is, this KD does not grant knock resistance.
Apologies if it's already been posted