PTS update FC.21.20111016.2
Current ETA is 11:00PM PST
In this patch we are making more improvements to the new vibora missions, unarmed review and the new unarmed AT's
The focus remains on these features and your feedback is appreciated.
Please format any bugs you find in the following format:
Bug
Where it happens
What happensHere are the details of the PatchFX
- Minor change to Palmstrike-- Advantaged Timing change on all tap-based palm-strike activations.
New Vibora
- Updated the crate population
- Updated Jennifer Ward's critter info
- Several audio updates to the mission maps, general ambient audio still needs to be added
- Quests now have rewards (Simulacrum Sanctum and Stone Dead Killer)
- The doors to Valerian's office now have audio
- The Steamboat has Swamp Ambiance
- The initial Flyover for New Vib is hooked up
- Gemini Gang: Hoods will now properly apply Knockback Resist when using the shotgun knockback.
- The Tracing the twins mission has been updated
Animation
- Fixed the bazooka/Rocket female geo clipping issue
UI
- The Halloween Loadscreen has been updated
Minimap:
- New sprites for all the minimap buttons
- New Hideouts button
- Changed the button layout.
Character Creation:
- Improved the appearance of the weekly rotation expired notification window.
Archetype
- The Fist: Power unlocked at level 6 has been changed back to Thunderbolt Lunge.
Powers
Martial Arts
- Focus buff: All versions of Focus are now the same - they now share an icon and have the same buff counter. In general, most people should not notice any difference with Focus (other than a new icon), it will just work much smoother in the background.
Dual Blades:
- Form of the Tempest: The animation for this power will now attempt to respect whatever weapon geo you have in use.
- Form of the Master: The animation for this power will now attempt to respect whatever weapon geo you have in use.
Unarmed:
- Dragon Kick: Cost increased ~1 Energy.
- Leaping Uppercut: Renamed Dragon Uppercut. Now provides the typical Rush style buff that other Dragon attacks provide. Damage and cost increased.
- Leaping Uppercut: No longer has access to the Crippling Challenge Advantage.
- Intensity: Fixed some errors in the description.
- Intensity: Now properly plays an animation and FX on activation. (Note: Like other Active Offenses, the animation is overriden by any other power animation, as this power has no activation time.)
- One Hundred Hands: Now has access to the Challenging Strikes Advantage.
Comments
Do the other 2 forms do this too? And what happens if you have many ala munitions?
RE: OHH + CS (gonna be alot of happy people on this one!)
Please tell me this also includes the map icons so they aren't taking up half the map just being turned on.
EEEEEEEEEEEEEEEEEE this makes me happy now. Moderately curious as to why Dragons Claws gets to take CC but not any of the other powers but whatever this satisfies me very much.
Oh well.
I would like to point out that it is still a t3 attack, instead of a t2 attack like the other Dragon powers.
BUG;
Mousing over the Hideout Icon, the tool tip actually says Game Support, similar to the the Question mark Game Support icon.
Another bug, my mail icon keeps saying I have mail, but whenever I open it, it is empty. It's actually quite annoying.
High levels are still unable to do the new Vibora Bay missions. They can get the mission from Robert, but they cannot travel to the low level Vibora Bay.
The level 32+ version of The Minefield still will not let people leave the instance back into Vibora Bay. The exit button disappears for a few moments then just reappears.
Opening the interior double doors actually sends you back to the entrance when they are opened in the high level version of The Minefield in Vibora Bay.
BUG;
The flyover for the new low level Vibora Bay doesn't have any voice over hooked in.
I just entered Black Mask and completed the meeting with her for the first time, however she is already offering me two separate missions; Excavation of the Body Snatchers and Simulacrum Sanctum. Considering the text on the second one, I don't think I am suppose to already have this mission being offered at this time.
So far, there is still no voice over work for any of the characters you meet. I've not heard any from Mr. Gemini, Dead Man Walking, or the Bokor that speak or have cut scenes.
Fighting one of the Sovereign Sons, they dropped a level 40 reward item blue instead of something appropriate for their level in the cemetery in the level 22 Vibora Bay.
As stated before, Black Mask gives out two missions. "Excavation of the Body Snatchers" and "Simulacrum Sanctum" at the start of the chain. Sanctum should be later.
The Minefield needs to be a shared instance. Making it a separate instance from the level 22 and level 32+ gang seems rather wrong. Make the talking with Valarian part its own private instance, but otherwise the whole point was to open up another sociable point, but that mood is already being killed because going to The Minefield in Vibora Bay can potentially just lead to people not actually meeting up at all.
Also, can we get DJ Thanatos dances?
Some of Mr. Gemini's goons have the info "One of Mr. Gemini's many duplicates." I think this breaks the suprise later on when Mr. Gemini states that "I can make more than just one duplicate. I am the Gemini Gang!". Even Black Mask is suprised by this news after Gemini tells you. It's kind of silly to have that spoiler in their info box.
The reward for "Stone Dead Killer" has two Sawn off Shotguns for rewards. Each with different stats.
Info box for the captured civilians on the Bayou Queen say "Just another normal Civilian that may or may not be a evil Villian." It should be "an evil Villain". Grammar and spelling mistake :P
Also the new swamp theme on the Bayou Queen is epic Been so totally wanting a swamp theme in this game.
How to Replicate: Stand infront of an object at a range of 10 feet pop anything that providesa full bar of energy then fully maintain 100 hands. The object will not recieve any damage however any other melee power will damage the object
Dragon powers don't apply rush buff. Maybe they don't see the new focus buff as being focus.
Backhand chop adv allows you to gain a separate stack of focus, which allows you to have a total of 16 stacks instead of the normal 8.
For the Costume Editor (tested in character creation):
The "Basic" (as opposed to "Custom") Face and Body buttons normally let you single-click on them to set that option for your character's Face or Body right away, but if you go to the Custom Face/Body option and then click "Back to Basics", single-clicking no longer works in the Basic options selection.
Double-clicking still works to both pick and go to the next screen, so the difference between what handles the single and double-click events seems relevant to the issue.
Additional note: It seems the bug only happens with some objects. I tried on the smaller cubes in the PH, it worked at 10ft, I tried on most dummies and it worked at 10ft. However, with the big cube in a corner of the PH, it didn't work.
lol i'm starting to think it's a feature, cos thx to deminishing returns it adds only around ~200 damage on full charge of my 1.5 sec ma attack for example, and takes tonns of time to stack. Cos, u know, if it would not go over 8 it will become a completely useless garbage advatage then.
This should be fixed with the Focus changes that were made, and I'm unable to reproduce this with the most recent changes. What powers are you using to get stacks of Focus, besides Backhand Chop?
We're working on fixing this currently, and should have it fixed in the next build.
This appears to be a problem with destructibles, not with One Hundred Hands, as I can replicate this behavior with several powers. I'm not really sure what could cause this, so we're going to have to do some digging.
Thanks all!
16 stacks of focus was letting people like me crit for 30k+ (Ego blader) by cherrypicking it for that adv
Thats a 10k-odd increase from my normal high crits
And thats with 8x15% from normal focus, 99% from my offense passive, 50% from ego surge and 42% from Inc wit.
You don't know diminishing returns or you're using it on a char with 0 str and dex.
Suggestion: Label the Vibora Bay zone "Vibora Bay: The Queen City" instead of Vibora Bay (The Queen City). It should help it fit better in the (- 1 char or -3 if removing "The") zone door prompts.
Correct fix is one of (a) merge the four types of focus stacks so there's only one, (b) make backhand chop generate the type of focus stack that matches your form, or (c) make backhand chop only able to stack above one if you're using form of the master.
I love the sound of adv, because it opens up the MA Forms that are more difficult to proc. I'm particularly interested in trying out Form of the Tiger because of its adv.
For the low level "Research & Development" there are fragility issues in its handling of objectives that can prevent its completion (tested for Arms/Ordnance):
I did this by first talking to someone besides the NPC with the (?) and picking my crafting specialization, but I don't know if this is the only way to break this.
What can happen is that you can then go talk to the proper NPC and complete the training mission without it registering the "Talk to..." portion of the Research & Development mission, and then the NPC can be talked to again after for the Talk to part to register, but then the 2nd objective doesn't register that you ahve Learned an R&D skill and completed the training mission.
First, for "robustness", the 2nd objective seems like it should have been triggered on a suitable mission (in this case, "Rocks to Rockets") having been completed, not on the mission completing. Perhaps if this can't be readily be done as easily as whatever was done instead, some work could be done to make more resilient methods like this as readily used for missions (currently have no idea what mission creation looks like from the content creator side).
Second, I'm not sure how I interacted with the NPC without the first objective being completed (I ended up going back and activating it later), and it seems that this should be the primary fix.
Shouldn't there be Crafting Nodes of the proper level in the low level Vibora Bay?
I haven't noticed one anywhere...have I just overlooked them so far?
There are no longer multiple versions of Focus, which is what this patch note is about:
Focus buff: All versions of Focus are now the same - they now share an icon and have the same buff counter. In general, most people should not notice any difference with Focus (other than a new icon), it will just work much smoother in the background.
If you guys are still seeing individual versions of Focus stacks, it sounds like the PTS is not on the correct version after all. Logging into PTS to see if I can repro this issue, as it all works fine in-house on this build.
EDIT - Just logged into PTS and tested it out. All seems fine. All of the Forms are providing the same version of Focus, and I am unable to get more than 8 stacks. If you have specifics about which powers you are using with the most recent PTS version, please let me know.
Animations are one of the most difficult and slowest things the devs do. This is why there's rarely (if ever) nothing but minor 'tweaking' of animation speeds and such once a new animation has been created. Don't expect this to change.
I could be wrong here, but I think hes seeing the icon for the form being used as well as the focus stacks.
Rush buff is not being applied.
I noticed one of the Gemini Gang members descriptions was more subtle about the subsequent mini-reveal, but several (noticed in the Queen City Open World) are still saying explicitly they are duplicates of Mr. Gemini.
I should perhaps also point out this is also an issue for the Dogz, which say they have become lycanthropes.
Not sure if it was because I was constantly backing away to survive his duplicate minions, and reached the entrance to his room, but he left with nearly full hit points...I think the fight should last longer, and the trigger value for the escape sequence is too early. Also, I missed his exit monologue (again, perhaps because I was just outside the door), and just saw him do some "angry talk" motions before running a short distance and fading away.
I also ran through things again on a build with survivability issues (Level 20 Archery focused build, Pestilence in Avenger as Passive, Yellow Debugger gear stat levels, and Conviction and Evasive Maneuvers as survival tools), on Elite difficulty, to help magnify the challenges in the Boss Fights...though the most significant impact was making the regular NPCs more tedious and dying quite often due to a lack of tools at level 20, and a stage of repeated deaths before I settled on some tweaks and got used to the build and its limitations.
I think my prior suggestion of him coming back after falling the first time would help extend the time the battle would last which I think could work towards that, and that the suggestion of a weakening miasma leaking from him when he stands back up, and having it localized on him, specifically, would work well with encouraging utilizing the space more in the fight.
Also, I had the odd thought that it would be hilarious if the Voice Actor for this went for a bit of a zombie-Christopher Walken vibe...but maybe that's just me...?
(hopefully the Devs can see the attached image even if the rest of us can't)
Fairly moot with the new powerhouse (with proper cubemaps) in the works.
That's the one way mirror/window from Valerian Scarlet's office.
... what?
That happens with any attachment in this part of the forums, sadly.
...So, the thing I'm talking about is called a "cubemap"? *tucks term away for use later*
Well... you kinda suggested that the new powerhouse stuff may not be for a while yet .
You heard it here first: Tumerboy confirms new powerhouse SOON(TM)
I don't know when the new powerhouse will make it out. It was kind of a side project that got sped up more than expected.
Yes, a cubemap is what we use for reflections. Calculating realtime reflections is very expensive, and as such, we fake it using cubemaps. Basically, I position my camera somewhere, and run a script, which takes a series of 6 images in the orthogonal directions, such that they each flow seamlessly to the next. These can be projected onto the planes of a cube, and used for reflections much less expensively. They are not as accurate, because they are of a specific point in space, and do not change as the world around them does, but it's what we've got.
Looking forward to it! (hopefully you saw my interactive lighting toggles suggestion in the thread where the new digs were introduced )
I had noticed, but the only place it bothers me is in Canada at night, and then only because the aurora-effects there are so cool that the blue sky glinting on my armor is a litte drab by comparison . The stony cave lighting in the hideouts is my new favorite for taking hi-rez captures.
Can the cubemaps transition within a zone based on location? i.e. Can the reflections be different while in Westside than they are in the RenCen?
Leaping Uppercut: No longer has access to the Crippling Challenge Advantage. Major Fail here dragons claws already has cc there is no reason to remove it from this power, it also allowed a player to sue cc and cs in a unarmed focused build. PUT IT BACK AND SPREAD CS AND CC AROUND TO OTHER POWERS IN THE GAME
* One Hundred Hands: Now has access to the Challenging Strikes Advantage.-One of the best changes ive seen will make alot of people happy now spread the love ofg cc and cs to other powers in the game
Why?
1) You lose out on the usual 20% damage scaling per Rank (the advantage only gives a 10% dimensional damage boost).
2) It's a separate tick of damage (on a different line on the combat log), which means that it can be defended/dodged/IDFed against.
3) Said tick of damage only does 10% of the initial attack's damage (rounded however CrypticMath works).
So instead of being able to do 709-1511 Crushing (R3 at Level 40, with LR slotted in Protector, no Focus/Enrage stacks), you'll instead do 590-1259, plus an additional damage tick (again on a different combat line, so it can be resisted/IDFed) of 59-125 damage.
With WotW, the damage is as follows:
R2: 1007-2146 damage.
R3: 1208-2576 damage.
R2 w/Adv: 1007-2146 + second attack of 94-201. Total damage (before resistances, IDF, etc) is 1101-2347, an overall LOSS of 10% damage (before defenses, which will drop it even more).
Because of how any defense will outright remove the 'extra' damage you create (not only the 10% damage 'bonus', but the 'on fire damage' too), as well as the overall loss of damage even IF your target has no defenses, this advantage under any and all circumstances is a terrible choice and should NEVER be taken.
BUG: Dragon Uppercut's Chi Flame Advantage is an overall LOSS of damage compared to just Rank 3ing the power. Both cost 2 points, and should do at least around the same damage. This needs to be a 1 point advantage, and/or drastically improved.
BUG: Dragon Uppercut requires 5 powers from Unarmed instead of 3 from their respective pools of the other Dragon attacks (including Dragon Kick, which also is in the Unarmed set).
That said - I like the damage scaling and overall power (a knockup) of the move. Just needs the above bugs fixed.
Every time I try to look at that picture it gives me the "You are not a gold member or do not have access to this webpage" link.