PTS Update - Build FC.21.20111016.1
ETA -10:30AM PST
For this patch we have made some changes to the unarmed AT's and powers along with a ton of fixes for the new Vibora missions.
Something to note!
The infernal power changes are being hidden for now. They will return once the Unarmed review, AT's and VIB missions are all live and well.
Please format any bugs you find in a way that is easy to identify.
BUG
Where at
What happend
As always your feedback on any changes in this build are appreciated. Please remember to keep the feedback to the changes in this build and not about other player feedback.
For this build we want to focus on the Unarmed AT's (Master and Fist) as well as the new VIB missions.
Here are the changes:
Archetypes
- The Master: The innate stat for this Archetype has been fixed to provide the correct amount of Recovery.
- The Master: Power progression for this Archetype has changed. At level 6, now gets Thunderbolt Lunge instead of Shuriken Throw. At level 27, now gets Bountiful Chi Resurgence instead of Masterful Dodge. At level 32, not gets Dragon Kick. At level 40, now has a choice between Burning Chi Fist and Open Palm Strike.
- The Fist: Power progression for this Archetype has changed. At level 6, now gets Mighty Leap instead of Thunderbolt Lunge. At level 11, can now choose Backhand Chop instead of Rising Knee. At level 27, now gets Intensity instead of Burning Chi Fist. The choice at level 32 is now between Burning Chi Fist and Open Palm Strike.
Powers
- Martial Arts: All of the new powers and advantages have their correct icons now.
- Martial Arts: Intensity: (New!) This new Tier 1 power is an Active Offense that also grants you Strength and Dexterity.
Missions and gameplay
New Vibora
- Human Ulfhednar now summons an appropriate Cur.
- The bosses encountered in the missions have had their difficulty tuned. (they are now appropriately difficult)
- The minefield has music
- The door to Valerian Scarlet's office no longer warps you to the front door
- ...and more.
Comments
"Play as the Master, the only tank with a self-heal!"
I just want to know if the crate thing has been fixed and if this Vibora Bay gets to be more populated with mooks.
I see Lightning Reflexes and Bountiful Chi Resurgence on the same archetype. The Master has just gone from total garbage to the BEST ARCHETYPE EVERZ. Or, well, possibly not EVERZ, but definitely the best of the current lot. It might actually be able to get away with light-to-moderate tanking work in an AT group now, and the poor Silvers will FINALLY have something they can reasonably solo with outside the Specialist. Picking up Dragon Kick eight levels earlier is a helluva boost as well, though I was one of the few who was kinda six-of-one, half-dozen of the other about the Shuriken Throw vs. Thunderbolt Lunge thing.
Either way, The Master now makes a lot more sense and is now worth every penny of the purchase price.
As for the Fist, I have to say that choosing between Burning Chi Fist and Open Palm Strike at 32 makes a lot more sense. Silvers'll be a bit depressed at having to wait an extra five levels for their crazy flaming punchery, but it brings the Fist more in line with how the other offensive archetypes work. Plus, they still get One Hundred Hands at level 6, and thus have nothing to complain about. Posting from college again, so I currently have no idea what Intensity actually does beyond offering cool stat boosts, but hey, cool. New active offense.
Haven't done the new Vibora missions yet, kinda waiting for them to go Live for my new gadgeteer to have fun with, but insofar as the Unarmed archetypes go...I'm honestly impressed. I did not think the Master would be lucky enough to pick up Bountiful Chi Resurgence, that news made my day right there. Superb.
Well technically it's free so even without a self heal it would have worth it.
I have mistaken then, sorry.
Both of the Unarmed Archetypes will be premium Archetypes. However, The Master is going to be part of the Free Archetype Rotation program, which means anyone will be able to play it for free during the week that it is available.
It will not be going live tomorrow, if that's what you mean. Our plan is to have another patch with a few more changes this evening, and that the Unarmed patch will be going live next week.
You can transport to Monster Island from Pre-Crisis Vibora Bay even if you haven't done Monster Island Crisis or don't meet the level requirement to do Monster Island.
Suspicious Crates, while they now respawn, I think they should respawn quicker to make it easier for multiple people do do the mission.
I noticed that the zone size was decreased which solves some of the problems. Also, I think how you handled the powerhouse was cute.
We did an internal playtest yesterday, and we all have been working today to get in as many fixes as we can. I don't know if it'll be going out tomorrow or not. But I do know that we are well aware, and working on the mission chain as I type this.
The music that plays outside the Minefield door is the same as in Belle's Saloon. The placeholder needs to be replaced.
After defeating Deadman Walkin', I returned to Vibora Bay and tried to get back into the Bayou Queen. It was blocked off (ie. I couldn't even get to the door) and I fell through the docks (despite their solid appearance),
I had no trouble finding suspicious crates, but I was the only one in the instance at the time of testing.
All in all, a better than average little series of missions. Mr. Gemini was memorable and I liked his gimmick and his very comic booky look.. I wish the final fight with Deadman was a little trickier; perhaps add a stage where he reaches 50% where he summons a pair of zombies, teleports away, does a resurgence, and then returns to the fight, but that's probably too tough to script and test at this stage of the game. I really liked the empty, mostly peaceful VB environment and the pre-supernatural gangs.
I wouldn't mind seeing a couple more chains added to this map at some point down the road. A pre-New Shadows Crimson Lounge/goth club would be nice.
Just checked it. I got in, but couldn't get out.
Now that the crates are fixed..somewhat, I finished the new story arc.
Overall it's a good arc, but it makes me want to see more of the gangs before their transformations or why they changed.
By "pause", I mean the typical way you can pause when you start an area transition...like if you are mid air and interact with an exit, your character will stay in mid air in the brief pause before the Load/Transition Screen shows up when gameplay graphics are still being rendered. In this case, no transition or screen occurs, and I just continue in the same place after the short pause (e.g., I fall if I was in midair).
I've tried from the main area near the jet, which seems likely to be the expected area, all the way to the end of the dock where the Bayou Queen was (BTW, it still shows up on the Mini-Map, which looks odd), but I will note that I first tried way down the dock, not near the jet, which perhaps might be related to this issue...?
Also, this was right after being stuck in the Zombie Crate mission and finishing it off and turning it to get this mission.
I'm a fan of the VB quest chain, even moreso now that the Dogz are all properly pre-werewolf-ized. Though I kind of hope we see more of Mr. Gemini now, he's a pretty neat villain.
Did you check if it's only the Bayou Queen or any instance? If it's the 2nd, then just log out and in instantly, it'll fix it. Though it would be nice if this recent bug was investigated. It's a simple-described bug: Randomly, you can't access any instance despite being able to do everything else normally.
Me too. I am pretty sure it said "Silver Archetype Addition" which makes Ame's post even more confusing.
I'm not sure how many people assumed that was the case, but my impression is it was a lot of people. RoBoBo, don't be surprised if you see silvers going nuts tomorrow. Doesn't matter to me personally, but you may want to anticipate it.
Might I suggest creating a new thread if it needed to be discussed further? This may create unneccesary clutter to browse through for the patch bugs.
Minefield in Vibora Bay proper still doesn't let you exit to Vibora Bay.
- BUG: Advantages and descriptions for powers do not show up in All Powers text for them if you have the powers, unless you have selected the Advantage in question.
...So, the All Powers display can refuse to give you info about Advantage on powers simply because you have the powers (the info is still relevant), and the info about Advantages is given to you only if you already have selected the Advantage. This doesn't make sense to me...though if the tooltip info in the Power Tray behaved along these lines it would make sense.
Note that the Powers Window text for powers doesn't display Advantage info at all for me, and isn't just another manifestation of this problem, or at least not the part that has the Advantage description displayed if you have the Power and the Advantage in question.
As mentioned in the above linked post, I do think there is a general problem with things like the lack of display of Advantage info in the base Power Window description of the power, and tooltip displays of powers in the Power Tray accurately conveying what a power will do, including selected Advantages.
Note for clarity: Some things, like the change in behavior to Open Palm Strike with its Advantage, do show up in the tooltip, but I refer to things like the conditionally effect of the Elbow Slam Advantage
Bug highlighting mine to call attention to your bug description in case it isn't being investigated yet.
I had logged out, so I was not able to confirm that I couldn't go to any other instance.
However, I CAN confirm that I was able to enter the Bayou Queen after logging the character back in.
For example, the Zombie Crate hunt seemed very similar to the Crate mission in Vibora Bay, the mission in the Warehouse seemed just like the typical warehouse mission from Vibora Bay, and this is the impression I got over and over, highlighted by the (still with some glitches) close resemblance between the Zombies and Irradiates.
I think, if it wasn't ruled out as a surprise high point for the full Vibora Bay, that some taster of the "follow the footprint" type clue missions might improve this and help whet the player's appetite for Vibora Bay at higher levels (I thought this might be one of the goals for this version of VB?), though with different mechanics so it isn't identical, like a "Luminol & Lamp" formulated for Zombie Bile or some such variation.
While I haven't gone back and checked for improvements for the Mr. Gemini and the "Zombie maker" fights, Deadman Walkin' was an extremely bland fight. I'm trying to keep in mind that lower level fights do not typically have all the challenges from higher level fights, but the character I used was level 20 and there was no special aspect of the fight that I noticed.
The only thing that comes readily to mind to address this would be a two stage fight, because he is already dead and so won't stay down the first time, and it can make the fight at least stand out without drastic changes to the actual difficulty while fighting if that is a sticking point. Him getting back up provides an opportunity for some dramatic staging, perhaps adding a toxic cloud leaking from his damage body, weakening you after there has been a pause so your char can heal up during a cut scene or something of the like.
...
To Do: run it again specifically on a char with survivability challenges, on Elite difficulty, without the Crate bug breaking up the play experience.
Intensity does not have an animation effect when it is activated. It just turns on. No aura, no animation or anything to signify it's been activated like every other Active Offense, Defense or Support in the game.
Also, most of the zombies in the game fall under the Evil Spirits faction (including for the delivery of the dead mission) but most of them for this arc fall under Zombie. Can this be changed so all zombies are under Evil Spirits?
Well, I might agree if it looked as bad as Aspect of the Bestial, but a halo around a character hardly surmounts as Christmas tree. Hell I didn't even know Lock and Load had an aura till I specifically watched it in a few tests.
I'd be surprised if it's a "By Design" thing. The game probably relies on a code that is suppose to make sure a character cannot have more than one 'Form' active at the same time, and Forms are the ones that give you Focus. The Backhand Chop advantage gives a Focus buff without relying on toggling on a Form so logically you can have that Focus buff stack with a different Focus buff that's not from Form of the Master.
On that note, if the Focus from Tempest (or any other besides FotM) expires and gets renewed while having a stack of Focus from Backhand Chop still up, it'll constantly refresh the duration of that Focus as well so you can start with 8 stacks of Focus plus however many you start out with from the Form before combat.
Is it a bug? It's a gray area to me. It's another form of stacking that's not currently prohibited by the game's existing limitations (ie. Enrage/Focus stacking).
The ones on the lower portion on the dock seemed to cause an issue and any zombies in larger groups (of like 3 or more). Which also makes me wonder how you fit that many zombies in a box like that.
Grammar Bug: The Queen City Text
Lt Robert Mackenzie: Take the Jet to Vibora Bay and talked to Jennifer Ward
Should be - Take the Jet to Vibora Bay and talk to Jennifer Ward
NO! As in NOOOOOOOOOOOO, I WANT THEM!!!!!
...
Unless they let my main (40, already in post VB) do her collector routine over there...
(Yup, I want perks too, but only if my main can go back and get them :-p)
I confirm, did this for me too, be it on a retrained toon or an new one. Skill progression is shown correctly, but we get stuck with only the first 2 skills. (Can still select talents, TP and so on)
Welcome to the hotel california
Such a lovely place
We are programmed to receive.
You can checkout any time you like,
But you can never leave!
:-p