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FC.31.20140828.6/.8/.9/.11 PTS Update

lordgarlordgar Posts: 267 Arc User
edited September 2014 in PTS - The Archive
This build is scheduled to hit PTS tonight, 9/5/2014


You can find release notes for previous unreleased PTS patches by using the link(s) below:

FC.31.20140828.3/.5


Release Notes for FC.31.20140828.11:


Reawakened Automaton:

  • Aspect of the Machine no longer has a periodic cost.


Release Notes for FC.31.20140828.9:


Steel Crusade:

  • Junkbots in the sewer have new costumes.

  • You can now trade in your Pressure Suit for a beast leg variant.

  • The two exploration perks on GATEWAY were slightly broken and have been fixed.


Release Notes for FC.31.20140828.8:


Project Clockwork Lockbox

  • Opening a Project Clockwork lockbox now fills in the first part of Lockbox Bonus Card Series 2.

  • Fixed a mirroring issue with the male Project Clockwork feet.

  • The Project Clockwork gun is now available as a Sub-Machine Gun, Shotgun, and Sniper Rifle.

  • The Project Clockwork VTOL now has its correct icon.


Release Notes for FC.31.20140828.6:


Preview:

  • Added the Project Clockwork Lockbox and relevant contents to the debugger.


Steel Crusade:

  • Cislunar Mechanon: The robot arms in the boss fight now have a longer respawn timer.

  • Cislunar Mechanon: Adjusted the boss fight room so players and Mechanon no longer appear to stick in the ceiling.

  • Caleb Hill now has a biography.

  • Perks have been added for killing nanobots and for killing mechanon robots.

  • A perk has been added for defeating Mechanon.

  • Added two exploration perks to GATEWAY.

  • Added a perk for the new Mechanon lore.

  • The Mechanon Loremaster perk will now also require Steel Crusade lore, if you haven't already earned it.


Reawakened Automaton:

  • Rocket punch now colors the fist projectile to match your costume's right hand.




Please format any bugs you find in the following format:
Bug
Where it happens
What happens



Please stay on topic in this PTS thread. We use bug reports from this thread to decide whether a PTS build is ready to go live, and so we need to make sure we're seeing everything in it. Please do discuss the changes, but if you find yourself writing about something that isn't specific to what's on PTS, then that should probably go elsewhere.

In particular, do not report bugs from the live game in this thread, unless they are impacted by changes in the PTS build.
Post edited by lordgar on
«13

Comments

  • edited September 2014
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  • sorceror01sorceror01 Posts: 210 Arc User
    edited September 2014
    lordgar wrote: »
    Reawakened Automaton:

    • Rocket punch now colors the fist projectile to match your costume's right hand.

    Does it.... just color it, or does the whole of the fist resemble the forearm of the costume?
    I mean, if it does't, then I'll take this for now! Because this is progress here.
  • ninjapiffninjapiff Posts: 283 Arc User
    edited September 2014
    sorceror01 wrote: »
    Does it.... just color it, or does the whole of the fist resemble the forearm of the costume?
    I mean, if it does't, then I'll take this for now! Because this is progress here.

    Only problem I can really see (well, not the ONLY problem...) is where to 'cut off' the rocket punch if it matched your actual forearm. Some Bracers extend farther than others, some people use Long Gloves, some people use Bare Hands with Bracers... and let's not get started with Jackets and other pieces with sleeves!
    It makes sense, if you don't think about it.
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  • lordgarlordgar Posts: 267 Arc User
    edited September 2014
    It looks like the patch is delayed by a couple of hours. I'll post here when it's up.
  • chimerafreekchimerafreek Posts: 403 Arc User
    edited September 2014
    Reawakened Automaton:

    Rocket punch now colors the fist projectile to match your costume's right hand.

    Thank you. That's all I ask.
    __________________
    @Chimerafreek
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited September 2014
    So 5 Mechanon Coalition Recognition convert into just 1 Silver Rec? No one for one on a daily mission?
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited September 2014
    If you already have the Mechanon Loremaster perk, can you not get the perk for beating Mechanon?
  • lordgarlordgar Posts: 267 Arc User
    edited September 2014
    It looks like this patch wont reach PTS until some time over the weekend. I'll post here when I know more.

    Have a great weekend everyone!
  • canadascottcanadascott Posts: 1,257 Arc User
    edited September 2014
    Well, finished it up. I'll put it in this thread, since most of the comments won't change per version.

    General thoughts on Part 3. Ran it with three experienced players on L40s on Normal difficulty. Two of us died (admittedly rather fluky deaths) in the fight with Mechanon.

    Not many bugs encountered. The flailing corpses halfway in the floor was common, but other than that, it ran smoothly.

    Part 3 is too short. I know you're trying hard, and resources are really limited. It would have been nice to have 1-2 sections between the puzzle area and Mechanon, and made it into a proper mini-lair, closer in size to Project Awakening than Fatal Error. Not much you could have done, I know. The play time of this module in the Massively article seems very inflated, and I'm afraid you're going to get some serious backlash over it.

    Mechanon has an awesome look. The Hero Games PnP crowd had no complaints, and as you know, they're pretty sensitive about character visuals (and the big M is as old school as they come). Please commend the modeller.

    Thank you for the use of voiceovers over cutscenes. The cutscenes in this adventure come at the most dramatic moments and the story is well told. (Now if you can go back and remove half the cut scenes in FM and replace them with voice overs...) The voice work is very good, better than most in this game.

    Love the environs. Thanks for the new social area on Gateway. Love the zero gravity. It's novel, and it really contributes to immersion. Thank you for incorporating settings where we've never gone before, and a nice heroic (if horrific) task at the beginning.

    I do hope you make some tweaks on the Reawakened Automaton. Asking a player to level an AT to 40 is asking a lot out of people, and most won't think it's worth the hassle unless you really give them a) an AT that's competitive with the best of them, and b) new powers that are worth getting. I don't think you've done that yet, and a lot of good advice has been offered. Please listen to it, and bolster the AT. I really like this concept: I can foresee Epic ATs for Star*Guard, Silver Avengers, and other lore organizations that will help bring the world to life. I just hope this one doesn't turn off the player base. I know this is CN's first real stab at powers, so I'm patient, but I don't know about the rest of the community. Expectations are high.

    The final grade is a C+, going up to a B if you can bring up the quality of the AT in time. Thanks for the experience.
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  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited September 2014
    gradii wrote: »
    Epic AT's can ONLY work if they're only required for silver players to unlock the powers.
    Not even then.

    Considering the pricing on FF slots, you can assume that whoever bought them also paid specifically to not play an AT. :wink:

    The archetype using new powers introduced along with said powers works for non FF players to give them a shot at what they could use if they go FF, but it doesn't really work for FF players no matter their account type.

    And then you have to take other factors into consideration, before introducing it.

    Like, if the AT is mandatory for unlocking powers for every FF user, then you have to build it good enough so they want to play the AT instead of their more optimised FF toons.

    But if you do so, then another problem emerges, as if the free AT is too good, it kinda undervaluates some of the paid ATs and you may end harming your own income. Like, if it's PA themed and more fun than the Invincible, then why to pay for the Invincible?

    Optionally you may build the AT underpowered, but then you have to throw more new powers into it, so FF players
    will bother with it even if it's subpar.

    Either way, it's a very hard to execute and a very risky idea in a game like CO is.

    We shall see how it will end.

    But Thundrax has a point. Using lore-oriented theme ATs make sense because, for an example, you can give AT players a shot at playing Star*Guard and also put some new powers for FF players, thus not leaving out any part of your playerbase.
    It's just that unlocking new powers with ATs seems dubious in CO, for either reason.
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  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited September 2014
    Well, I haven't been around to test this. Finally back online but from the feedback I've seen, things look promising.

    Here's hoping it all goes smoothly!
  • sorceror01sorceror01 Posts: 210 Arc User
    edited September 2014
    Thundrax ones again gives a very succint and thorough explanation that can pretty much cover everyone's opinions on the matter. Well done, T.
    I only recently started playing the mission content myself, and it seems to be matching up with his assessments (I've been mostly grousing about Reawakened Automaton and it's goofy unlocks).
  • stergasterga Posts: 2,353 Arc User
    edited September 2014
    gradii wrote: »
    Epic AT's can ONLY work if they're only required for silver players to unlock the powers.

    So, basically, silver players should be treated poorly because they choose to spend their money in a different fashion? Last I checked, I could still buy an FF slot with real money just like a gold or lts does. That's a terrible way to treat customers. That's a terrible way to treat other players.
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  • edited September 2014
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  • highrealityhighreality Posts: 402 Arc User
    edited September 2014
    Bug : some "interact" option shows up in Gateway at 3 380 -15. It does nothing.

    (°∇° ) #megalodon2015
  • tditstdits Posts: 666 Arc User
    edited September 2014
    gradii wrote: »
    Epic AT's can ONLY work if they don't suck.

    There IFTFY.
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  • mrhinkypunkmrhinkypunk Posts: 1,569 Arc User
    edited September 2014
    gradii wrote: »
    Epic AT's can ONLY work if they're only required for silver players to unlock the powers.

    There's a reason many of us decided to pay a sub/lifetime.

    Making someone earn something is one thing, but forcing players who paid money not to have to worry about another AT again into leveling an AT is bad, BAD.

    The entire point in this is to give something to play the game to do. You can't just give all the rewards right away. I don't understand why you hate things being forceful so much, games need to be forceful or how would you ever beat the game. It'd be a rather boring experience and one people wont play for long. The entire point is to keep people playing for a longer time by giving them something a bit different to do / level up. If someone is paying then Cryptic will want to keep you playing for a longer amount of time even more so. Of course in the case of lifetime they couldn't really care less unless you are paying for additional zen.
  • eiledoneiledon Posts: 1,287 Arc User
    edited September 2014
    Bug : some "interact" option shows up in Gateway at 3 380 -15. It does nothing.

    Raised this in the past two pts threads. still there. hopefully part of the new exploration lore they have added this patch.
  • trailturtletrailturtle Posts: 5,496 Perfect World Employee
    edited September 2014
    After some shenanigans, the patch is going to be going to PTS shortly. I'll hop on and activate all the Mechanon stuff as well.
  • trailturtletrailturtle Posts: 5,496 Perfect World Employee
    edited September 2014
    Server's back up, folks, and I've kicked off the various Mechanon stuff.
  • eiledoneiledon Posts: 1,287 Arc User
    edited September 2014
    Bug: Project Clockwork Headwear Wide/ Project Clockwork Bot Head - clipping
    What: On female characters using both project clockwork head and headwear wide results in clipping/flickering of materials on back of head.


    Bug: Project Clockwork Headwear/ Project Clockwork Bot Head - clipping
    What: On female characters using both project clockwork head and headwear results in clipping/flickering of materials on corners of jaw



    Bug: Project Clockwork Eyewear Wide/ Project Clockwork Bot Head - clipping
    What: On female characters using both project clockwork bot head and eyewear wide results in clipping/flickering of materials on front of face
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited September 2014
    Well, finished it up. I'll put it in this thread, since most of the comments won't change per version.

    General thoughts on Part 3. Ran it with three experienced players on L40s on Normal difficulty. Two of us died (admittedly rather fluky deaths) in the fight with Mechanon.

    Not many bugs encountered. The flailing corpses halfway in the floor was common, but other than that, it ran smoothly.

    Part 3 is too short. I know you're trying hard, and resources are really limited. It would have been nice to have 1-2 sections between the puzzle area and Mechanon, and made it into a proper mini-lair, closer in size to Project Awakening than Fatal Error. Not much you could have done, I know. The play time of this module in the Massively article seems very inflated, and I'm afraid you're going to get some serious backlash over it.

    Mechanon has an awesome look. The Hero Games PnP crowd had no complaints, and as you know, they're pretty sensitive about character visuals (and the big M is as old school as they come). Please commend the modeller.

    Thank you for the use of voiceovers over cutscenes. The cutscenes in this adventure come at the most dramatic moments and the story is well told. (Now if you can go back and remove half the cut scenes in FM and replace them with voice overs...) The voice work is very good, better than most in this game.

    Love the environs. Thanks for the new social area on Gateway. Love the zero gravity. It's novel, and it really contributes to immersion. Thank you for incorporating settings where we've never gone before, and a nice heroic (if horrific) task at the beginning.

    I do hope you make some tweaks on the Reawakened Automaton. Asking a player to level an AT to 40 is asking a lot out of people, and most won't think it's worth the hassle unless you really give them a) an AT that's competitive with the best of them, and b) new powers that are worth getting. I don't think you've done that yet, and a lot of good advice has been offered. Please listen to it, and bolster the AT. I really like this concept: I can foresee Epic ATs for Star*Guard, Silver Avengers, and other lore organizations that will help bring the world to life. I just hope this one doesn't turn off the player base. I know this is CN's first real stab at powers, so I'm patient, but I don't know about the rest of the community. Expectations are high.

    The final grade is a C+, going up to a B if you can bring up the quality of the AT in time. Thanks for the experience.

    Reposting for justice. This is pretty much the nicest way to describe this update.

    And yes, to quote DaZee, an Epic AT shouldn't suck ****.
  • ninjapiffninjapiff Posts: 283 Arc User
    edited September 2014
    The final grade is a C+, going up to a B if you can bring up the quality of the AT in time. Thanks for the experience.

    To be completely honest, if we're grading against other CO 'releases', I'd say Steel Crusade would warrant an A, or maybe A-. Maybe it's just because I'm still a little giddy that we're getting anything more than a lockbox, in the first place. Or maybe I'm just tired and my 'judgement' cycles are starting to lag. Either way, I'm quite happy with what this new update is bringing.

    And, hopefully, it's just the first of many to come!
    It makes sense, if you don't think about it.
    __________________________________________________
    Most often Slice N Dice@zap-the-eradicator in-game.
  • kaiserin#0958 kaiserin Posts: 3,196 Cryptic Developer
    edited September 2014
    Bug: Male Left clockwork foot lacks a mirrorgeo entry.
  • itsbrou#5396 itsbrou Posts: 1,778 Arc User
    edited September 2014
    The update as a whole seems like 2 parts out of 5 or more. The maps and encounters are beautiful, but it feels like... not 4 hours worth yet.

    Please tell me there's more to this enemy.
    Brou in Cryptic games.
  • soulforgersoulforger Posts: 1,649 Arc User
    edited September 2014
    eiledon wrote: »
    Bug: Project Clockwork Headwear Wide/ Project Clockwork Bot Head - clipping
    What: On female characters using both project clockwork head and headwear wide results in clipping/flickering of materials on back of head.


    Bug: Project Clockwork Headwear/ Project Clockwork Bot Head - clipping
    What: On female characters using both project clockwork head and headwear results in clipping/flickering of materials on corners of jaw



    Bug: Project Clockwork Eyewear Wide/ Project Clockwork Bot Head - clipping
    What: On female characters using both project clockwork bot head and eyewear wide results in clipping/flickering of materials on front of face

    I don't think those pieces are supposed to go together as if you look at the bot head, its the headwear and eyewear combined. So they are the same thing, the headwear and eyewear are for human characters and not robots. So I doubt the clipping can be fixed really.
  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited September 2014
    This is what we're getting as the "4 hour" content if Phase 2 is just a Zone boss battle against a giant Mechanon.


    Can we get Project Clockwork Eye Accessory piece as a Top Accessory too? That way we can set it to glass and wear glasses or goggles underneath it.


    I have an interesting point about the Project Clockwork costume set. Its going to be very weird thematically that you can't unlock the costume set by assisting the Clockwork members. Its going to suck for new players down the line when they want that costume set and can't get it because its in an old lockbox no one will ever open again.
  • chimerafreekchimerafreek Posts: 403 Arc User
    edited September 2014
    I do hope additional means of stacking Aspect of the Machine are being considered. "On Kill" is far too specific, And pretty much remains useless in boss fights, as well as against other players.
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  • datadaem0ndatadaem0n Posts: 15 Arc User
    edited September 2014
    Possible Bug: the Clock work rifle is weighted pretty heavily - out of 24 boxes i opened i got 4 rifles, two one after the other.


    and personal non bug note: for the love of god please let us earn the armor helping Clock work too.....this 'awesome costume behind a lock box gate when it would better be behind recognition gate' is...depressing.
  • xrazamaxxrazamax Posts: 979 Arc User
    edited September 2014
    datadaem0n wrote: »
    Possible Bug: the Clock work rifle is weighted pretty heavily - out of 24 boxes i opened i got 4 rifles, two one after the other.


    and personal non bug note: for the love of god please let us earn the armor helping Clock work too.....this 'awesome costume behind a lock box gate when it would better be behind recognition gate' is...depressing.


    Out of 100 boxes I got 4 so, we need more numbers from other people :smile:

    Also: here is a link to a short video for a look at the costume unlock, as well as the rifle and new vehicle. Sorry for constantly spinning the camera in 360 degrees :P

    https://www.youtube.com/watch?v=koPpTIafKQs
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  • xenosinfinityxxenosinfinityx Posts: 42 Arc User
    edited September 2014
    datadaem0n wrote: »
    Personal non bug note: for the love of god please let us earn the armor helping Clock work too.....this 'awesome costume behind a lock box gate when it would better be behind recognition gate' is...depressing.


    Please, for the love of god, THIS. There is a recognition vendor on Gateway station who only sells other recognition tokens. Why do we even need a new lockbox? 10-15 tokens for costume pieces, 200 for the vehicle or something like that. There's no sensible reason not to give the new recognition type any costume pieces.
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  • crypticbuxomcrypticbuxom Posts: 4,621 Arc User
    edited September 2014
    That's just the thing. This looks like this is pretty much it, aside from the open zone encounter cosmic. And we were given a hint about this being in the works over a year ago. A lot of players who are familiar with the code just don't see how so little was developed over such a great span of time.

    The best we can hope for is that this open zone encounter is a new zone that takes time to complete its tasks to make up the other 3 hours of this 4 hours average content update. Either that or the next content update makes up for it..?
  • meedacthunistmeedacthunist Posts: 2,961 Arc User1
    edited September 2014
    So, if the new costume is lockboxed...

    There will be any things to purchase with Coalition recog?
  • stergasterga Posts: 2,353 Arc User
    edited September 2014
    Unless there are people here that were former Cyptic employees, none of the players are familiar with the code. At best, there are people familiar with programming in general and can speculate based on the few thing that have been hinted at.

    Was kind of hoping this updated didn't have a lock box. I know they're profitable, but damn.
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  • sistersiliconsistersilicon Posts: 1,687 Arc User
    edited September 2014
    So, if the new costume is lockboxed...

    There will be any things to purchase with Coalition recog?

    Other recog. Lemme get my MMO Farming Sweatpants on, I'ma be here a while. </sarcasm>

    I have no idea what the purpose of adding another recog currency is if it has no value on its own.

    I hope the rarity of King Sekhen Robot Arms in the auction house isn't an omen for Project Clockwork costume unlocks. Maybe the lack of a concurrent event kept King Sekhen drops out of circulation.
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    They're not there in the beginning, but when your story ends / Gonna last with you longer than your friends
  • notyuunotyuu Posts: 1,121 Arc User
    edited September 2014
    Is there any vaild reason we can't have the project clockwork rifle peice as a Sub-machine gun, shotgun and sniper skin as well as its current Assult rifle and Pulse beam rifle skins?

    srsly, it's kinda of a let down that i can't use it as a smg/shotgun/sniper..it's such an awesome skin, but only having it avaibale for two out oif apossble 5 powers it'd fit is rather...lame.

    so could ya please make it avaiable for smg, sniper and shotgun please?
    In all things, a calm heart must prevail.

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    Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
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  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited September 2014
    Bug: As near as I can tell, nothing I've done to the character's glove has altered the appearance of rocket fists.

    On a different note, I love the clockwork pieces. Its all very beautiful, and appropriately alien. My only concern, is that with the combination of items at play here, I'm not seeing what the recognition vendor is actually supposed to be used for. I'm assuming its where we're going to be getting our new mech pieces from, but it seems a bit misleading when you kit out the vendors with a costume set they're not selling.

    Unless of course you plan on making the lock box permanently available as an item from that vendor. I'd be okay with that....Great with that actually. It'd be nice if there was a way to get access to lockbox content after the pass on to the next one.Selling them for one Recognition a piece would keep things reasonable too, and make a nice play sink.
  • xrazamaxxrazamax Posts: 979 Arc User
    edited September 2014
    gradii wrote: »
    Seconded. Please enable it for pulse beam rifles, SMG, and shotguns as well as Assault rifle.


    You've always been able to use it with PBR, and I am fairly certain you can use it with SMG. It would be a weird looking shotgun but okay, why not? :tongue:
  • theravenforcetheravenforce Posts: 7,140 Arc User
    edited September 2014
    Question.

    How possible would it be to allow Mechanon's minions as either:

    - New Tech Pets for Gadgeteering

    OR

    - New Skins for Gadgeteering Pets (This may not work out so well if they are just skins in some instances)

    Preferably the former. This just seems like a good opportunity to introduce something fresh to the tech pet scene.
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  • chimerafreekchimerafreek Posts: 403 Arc User
    edited September 2014
    gradii wrote: »
    Add sniper rifle to the list.

    And Rocket Launcher


    Heck, Minigun too.

    Because why not.



    Also Aspect of the Machine, Needs more ways to grant stacks, and all that.
    __________________
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  • toooldforthistoooldforthis Posts: 117 Arc User
    edited September 2014
    Thanks for fixing the missing content.

    I may or may not have time to retest the mission changes before rollout.

    I would agree on the marginal nature of the Mechanon Coalition rewards. The vendor needs to be stocking something to make it even barely worthwhile.

    Something else to think about: the 5 MCR to 1 SCR ratio doesn't make any sense from a time invested perspective. The average weekly alert that gives you 1 SCR takes on average about 5 minutes to complete, less than that if it's one of the easy ones (more than that if it's Cybermind or FM, but call those 15 minutes at worst unless you're in a very bad team.)

    To get 5 MCR, though, you need to complete the entire mission sequence. That's at least an hour of play, and if you do an hour of UNTIL missions for SCR farming, you'll be well ahead of that.

    And yes, you get a bit over 2k Q, but the rewards here don't seem to match the investment - even if you ignore the bare store of the recog vendor. There do seem to be plenty of mechanical costume parts on NPCs that aren't available elsewhere that would fit for the recog vendor and would seem to be a pretty easy thing to put together. (That, and perhaps older now-unavailable costume parts.)

    Those might be worth looking at, along with a BoE version of UNTIL shuttle versus what I hope will be a BoA on pickup for the free one.
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