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PTS update FC.21.20111016.2

Archived PostArchived Post Posts: 1,156,071 Arc User
edited October 2011 in PTS - The Archive
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 happens



Here are the details of the Patch
FX
  • 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.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    [*]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.

    Do the other 2 forms do this too? And what happens if you have many ala munitions?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    • 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.
    • One Hundred Hands: Now has access to the Challenging Strikes Advantage.
    RE: Weapon Geo "respect" (Damn, it's about time :D )
    RE: OHH + CS (gonna be alot of happy people on this one!)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    New sprites for all the minimap buttons
    New Hideouts button
    Changed the button layout.

    Please tell me this also includes the map icons so they aren't taking up half the map just being turned on.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    [*]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.
    [*]One Hundred Hands: Now has access to the Challenging Strikes Advantage.
    [/LIST]

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Too bad burning chi fist wasn't made into the dragon attack :(

    Oh well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    RoBoBo wrote:
    [*]Leaping Uppercut: Renamed Dragon Uppercut. Now provides the typical Rush style buff that other Dragon attacks provide. Damage and cost increased.

    I would like to point out that it is still a t3 attack, instead of a t2 attack like the other Dragon powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Well, trying to log in, can get to character select screen, and it gives me the splash with the loading bar, but progresses slowly to the point I get DC'd from the login server.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Okay, in then and already hit my first bug;

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG;

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG;

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I am sure this one is known, but reporting it anyways;

    BUG;

    The flyover for the new low level Vibora Bay doesn't have any voice over hooked in.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG;

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG:

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG:

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    *Crosses fingers for the next patch to include improved unarmed animations. Especially for Shuriken Storm's foot movements*
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Call up a Sovereign Sons Gang War drops from the Sons, and summon non-human Sons. I'm guessing the same works for Call up a Dogz Gang War. I would suggest removing them from the pre-crisis drop table.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    This isn't so much a bug as a quibble;

    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?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    When fighting Mr. Gemini's goons, if one caves in and talks and you're not quick enough to talk to him and he fades out, you will not get another goon to talk until you drop the mission and do it over again. I would suggest brining it back to the dropped item.

    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 <3 Been so totally wanting a swamp theme in this game.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bug: 100 Hands appears to have a range of 7 feet instead of 10 feet as described in the tooltip

    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
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bug:
    Dragon powers don't apply rush buff. Maybe they don't see the new focus buff as being focus.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Was going to report the above whic hstates dragon powers are not applying rush buff
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Bug

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG:
    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I can only tab out of the game a maximum of two times before the game client crashes on me. Previously, I still had an occasional crashing issue, but only every so often. Everything on my end is up to date and crashing with this frequency is new to this patch version.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Lord-Novem wrote:
    Bug: 100 Hands appears to have a range of 7 feet instead of 10 feet as described in the tooltip

    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

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    Bug

    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Legominism wrote:
    Bug

    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.

    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?
    Xoxile wrote:
    Bug:
    Dragon powers don't apply rush buff. Maybe they don't see the new focus buff as being focus.

    We're working on fixing this currently, and should have it fixed in the next build.
    Lord-Novem wrote:
    Bug: 100 Hands appears to have a range of 7 feet instead of 10 feet as described in the tooltip

    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

    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!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Kien. wrote:
    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    BUG: Gemini Gang Bullies are using Katana Geo instead of the Nightstick for their Bludgeon attacks.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    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?
    Any form other than Form of the Master. Each form generates its own type of focus stack with its own stacking limit, and backhand chop always generates unarmed focus stacks (on live, this lets you have nine focus stacks by taking a form and an advantaged energy builder from different martial arts types).

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Kien. wrote:
    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    • BUG:
      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.


    • SUGGESTION:
      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?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Pantagruel wrote:
    Any form other than Form of the Master. Each form generates its own type of focus stack with its own stacking limit, and backhand chop always generates unarmed focus stacks (on live, this lets you have nine focus stacks by taking a form and an advantaged energy builder from different martial arts types).

    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.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ellri wrote:
    *Crosses fingers for the next patch to include improved unarmed animations. Especially for Shuriken Storm's foot movements*

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Ame wrote:
    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.

    I could be wrong here, but I think hes seeing the icon for the form being used as well as the focus stacks.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Nah, I haven't personally checked today, so I was probably just out of date. Sorry for false data.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Its been stated before but I wanted to make sure that you guys caught it because it's a pretty big bug that could potentially harm a lot of builds:

    Rush buff is not being applied.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I stilll have the same impression overall, at least in general, and would continue to hope for something along the lines of a taster of the "clue" mission mechanic, though I do notice some improvements made in the details. I will add some comments, and my observations after stacking the deck against myself as I said I would:
    • NPC descriptions still need cleaning up

      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.

    • Mr. Gemini seems to run away from the fight in the Brownstone too early.

      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.
    The NPCs before the "bosses" did lots of damage to me, as I basically had no Passive in terms of incoming damage, and I found the most difficulty in large numbers of small NPCs or the ones that summoned. The actual boss NPCs were still fairly straightforward even with this build...though having to run away to survive did prolong the fights. As for the impressions of each fight prolonged by the magnified DPS, defenses, and lack of any defense effect from the passive:
    • Bokor Kulev - I expected some voodoo doll sigils or the like, and hoped for some different twist that differentiated him, but I didn't notice anything special. Easier than the tougher regular NPCs before him.

    • Mr. Gemini - Actually, the summons and them having the durability from the Elite buff made this potentially interesting, except that it seemed to only come in 2 waves...a summon of 4, and then another set of summons when he was about to exit...? Not sure if Mr. Gemini hanging around longer would provide an opportunity for a more interesting impact, though I think it is possible if Enforcer class Gemini NPCs were in the mix somewhere.

    • Deadman Walkin' - My impression of this fight and what it lacks and might benefit from remains the same. However, the survival challenges presented by this build and difficulty did help highlight the potential fun of dancing around Bayou Queen dining room during a fight.

      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...? ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Hmm...is the glass walled/ghost Bayou Queen effect intentional? Went to jump on it, which I believe I could do on an earlier build, and I ran into an invisible wall and fell in the water. Same blockage when trying to cross the gangway, except I fell through it as if it wasn't there as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The image used in the Powerhouse to create reflections on metalic costume pieces is wrong. It's a powerhouse, but some older version, as there is a large red object clearly visible in the reflections that does not exist in the current version of the space.

    (hopefully the Devs can see the attached image even if the rest of us can't)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    That reminds me, there is something above the bar at The Minefield that I think might be meant to be a mirror of some sort (?), but it looks low res and doesn't manage to convey that at all at the moment, on my machine. Perhaps this is unfinished or on the ToDo list already, though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    NikeOnline wrote:
    The image used in the Powerhouse to create reflections on metalic costume pieces is wrong. It's a powerhouse, but some older version, as there is a large red object clearly visible in the reflections that does not exist in the current version of the space.

    (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.

    demalion wrote:
    That reminds me, there is something above the bar at The Minefield that I think might be meant to be a mirror of some sort (?), but it looks low res and doesn't manage to convey that at all at the moment, on my machine. Perhaps this is unfinished or on the ToDo list already, though.

    That's the one way mirror/window from Valerian Scarlet's office.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    /random - I'm not able to see Nike's screenshot, it's telling me I need to become a gold member <o.<> But I'm a lifer.

    ... what?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    /random - I'm not able to see Nike's screenshot, it's telling me I need to become a gold member <o.<> But I'm a lifer.

    ... what?

    That happens with any attachment in this part of the forums, sadly. :(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Tumerboy wrote:
    Fairly moot with the new powerhouse (with proper cubemaps) in the works.

    ...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)

    ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    NikeOnline wrote:
    ...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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Tumerboy wrote:
    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.

    Looking forward to it! (hopefully you saw my interactive lighting toggles suggestion in the thread where the new digs were introduced :D)
    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.

    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?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Infernal changes removed from pts BOOOOOO i understand they were not ready but it was nice to be able to test 2 things

    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
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Dragon Uppercut's Chi Flame advantage needs a lookover, as it's not an advantage at all (especially against anybody with any sort of defense), and is absolutely and utterly not worth a 2 point advantage at all in its current form.

    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.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    NikeOnline wrote:
    The image used in the Powerhouse to create reflections on metalic costume pieces is wrong. It's a powerhouse, but some older version, as there is a large red object clearly visible in the reflections that does not exist in the current version of the space.

    (hopefully the Devs can see the attached image even if the rest of us can't)

    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.
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