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FC.31.20160524.10 - Supercreator

kaiserin#0958 kaiserin Posts: 3,196 Cryptic Developer
edited June 2016 in PTS - The Archive
Tailor
The tailor categories have received a massive overhaul to improve customization and organization.

The Head region has been condensed into the following categories:
  • Tights and Skin
    Contains standard heads that use the regular eye options.
  • Mechanical and Full Helmets
    Contains large mechanical heads that do not use regular eyes as options. The eyes selection is disabled in this category.
  • Luchador Masks
    Contains the special heads made for Luchador masks. Only Luchador headwear can be used in this category and this category will only be present when you've unlocked the luchador items.
  • Beasts and Monsters
    Contains beastly and monstrous head options that do not use regular eyes as options. The eyes selection is disabled in this category.
  • Partial
    If you own the Retro Scifi or Cosmic set this will contain the no head option. Eyes are optional in this category.


The following options are available in all Head region categories:
  • Hairstyle A/B
  • Eyebrow
  • Head Wear (with the exception of Luchador)
  • Eye accessories
  • Top Accessory
  • Side Accessory
  • Mouth Accessory





The Upper region has been condensed into the following categories:
  • Tights and Skin
    Contains standard chest options.
  • Jackets
    Contains chest options made specifically for jackets.
  • Mechanical
    Contains chest options made specifically for robotic limbs.
  • Skeletal
    Will only appear if you own the skeleton costume set. Used for the skeleton ribcage's unique properties.
  • Partial
    Currently not enabled, but will contain limbless chest options. You will still be required to use hands.


The following options are available in all Upper region categories:
  • Chest Layer (Jackets will not be available under Tights and Skin)
  • Collar (Moved from the Head Region)
  • Neck
  • Emblem Front
  • Emblem Back
  • Shoulders
  • Back




The Lower region has been condensed into the following categories:
  • Tights and Skin
    Contains standard legs options.
  • Pants
    Contains pants specific options.
  • Medium Skirts and Shorts
    Uses a unique leg geometry for certain clothing options.
  • Long Skirts
    Uses a unique leg geometry for certain clothing options.
  • Mechanical
    Contains leg options made specifically for robotic limbs.
  • Beasts and Monsters
    Contains digitigrade leg options.
  • Skeletal
    Will only appear if you own the skeleton costume set. Used for the skeleton's unique properties.
  • Partial
    Currently not enabled, but will contain limbless leg options. You will still be required to use feet.


The following options are available in all Lower region categories:
  • Belt (Moved from Upper region)
  • Belt Accessory (Moved from Upper region)
  • Clothing
  • Hips Layer
  • Leg Accessories
  • Feet
  • Foot Accessory
  • Tails




The Hand region has been condensed into the following categories:
  • Hands

The following options are available in all hand region categories:
  • Bracers (Moved from Upper region)
  • Hands
  • Arm Accessories (Moved from Upper region)




Other Changes
  • "Arms" and "Legs" costumes are now an attachment and will appear when you have selected a Chest/Leg piece that accepts them.
  • Added a bunch of ZEN store costumes unlocks to the debugger.
  • Added costume slots to the debugger.
  • The debugger is equipped with various currencies you can use to purchase more costumes from vendors.




To reiterate some points from my old thread: http://www.arcgames.com/en/forums/championsonline/#/discussion/1203599/massive-tailor-category-overhaul-looking-for-feedback/
  • Removing categories will cause any costume using a removed category to default when it enters the tailor.
  • When a costume defaults the tailor will try to find the best category based on what costumes you are wearing. Your costume may go unchanged when you enter the tailor, or some items may vanish and you'll have to reapply them.
  • This will also happen to any saved costume files.
  • Nothing will happen to existing costumes as long as you don't enter the tailor with them. When you log in your character will remain the same.
  • You will not lose any of your costume unlocks.
  • Your scales will remain untouched.



When providing feedback please report any missing costumes or oddities you find in regards to the revamped categories.
This is NOT the place to report existing costume bugs.
Please report those here: http://www.arcgames.com/en/forums/championsonline/#/discussion/1203590/costume-bug-list/p1
Please post all tailor-specific suggestions here: http://www.arcgames.com/en/forums/championsonline#/discussion/1205581/fc-31-20160524-10-tailor-feedback/

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 here: http://forum.arcgames.com/championsonline/categories/gameplay-bugs1.
Posts that do not specifically pertain to the current PTS patch will be removed.​​

Comments

  • avianosavianos Posts: 6,178 Arc User
    edited June 2016
    I HAD BEEN WAITING FOR THIS!
    e28.jpg


    Will the saved costume files in the program files folders of the game, still be able to load after this update?​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • nacito#6758 nacito Posts: 984 Arc User
    damn, thats a lot
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  • notyuunotyuu Posts: 1,121 Arc User
    edited June 2016


    Sums up my feelings for this update rather well, I was at least hoping for some new/extended sliders or something.

    I mean after all these changes and I still can't do something as simple as use a gasmask and a hood at the same time, and don't even get me started on the torso option for robotic arms not working propperly or the fact that the armour tight basic patterns are STILL not up to date... STILL I mean it's been what, 3 years since they were in need of an update.

    but that aside, Avi does raise a question, will saved costume files still work after this update?
    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?
  • eiledoneiledon Posts: 1,287 Arc User
    If it is like other tailor changes where categories have moved around, currently loaded costumes will be fine until they are edited,at which point any invalid combinations/categories will be deselected). Saved costume files will load but as above any invalid combinations/categories will be deselected.​​
  • spookyspectrespookyspectre Posts: 644 Arc User
    It looks like Belts and Hips Layer items may both be accessible together. That would be awesome! :)
  • thelastsonofzodthelastsonofzod Posts: 658 Arc User
    edited June 2016
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    Bug: Mechanical legs are asymmetrical by default.

    Edit:

    Costume Requests:

    Could we get the Golden Age, and pulp sets added to the tester?
    Post edited by thelastsonofzod on
  • riveroceanriverocean Posts: 1,690 Arc User
    IDK.. I'm excited.

    This a complete overhaul to how the character creater is organized. I simply can't imagine the hours of meticulous work that must've gone into doing this. As I read the notes I could pretty much visualize how much neater and easier to use it will be.

    Maybe even easy enough to make creating a character with a console controller not be a pain. *hint*
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  • mcgorienmcgorien Posts: 1 Arc User
    edited June 2016
    Do we get a free change for all old costumes? or do we have to spend g every time we want to edit an old one, to revert any unwanted changes the system does?
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop said:

    I'm going to wear a hat.

    I'm not aware of any propeller beanies in CO.
  • aiqaaiqa Posts: 2,620 Arc User
    edited June 2016
    If possible I'd like to see the Harajuku, Fantasy, retro scifi, and Golden Age costume added to the debugger.
    Post edited by aiqa on
  • spinnytopspinnytop Posts: 16,450 Arc User
    edited June 2016

    spinnytop said:

    I'm going to wear a hat.

    I'm not aware of any propeller beanies in CO.
    My one true regret...
  • propeller beanie next monthly sub reward maybe?​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    spinnytop said:

    My one true regret...

    My understanding is that moving parts can't be colorized in a normal way (same reason head flames are multiple different components), so it's probably hard to do, though of course we do have the rotating back key so something of the type is possible.
  • wings can be colored, can't they? they move when a flight power is active, so maybe using the same principle for a propeller would work​​
    #LegalizeAwoo
  • championshewolfchampionshewolf Posts: 4,375 Arc User
    wings can be colored, can't they? they move when a flight power is active, so maybe using the same principle for a propeller would work

    Wings aren't an always moving part. I don't think the same principal applies since the wings moving is apart of a skeletal structure reaction and not an always moving bit.​​
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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    Wings and tails are linked into the animation system, and you'll note that they don't have custom animations, they all animate the same. I'm sure given sufficient work you could make a component that both moves and is colorable, it just doesn't seem to be straightforward.
  • aiqaaiqa Posts: 2,620 Arc User
    edited June 2016
    There are a few badly fitting pieces available now. And while it's always nice to have options that you can use creatively, some are just overly weird. I'll just post the badly fitting ones I find but if any should be really removed is open to debate.

    - Eye Accessories>1,2,3,4,8 eyes.
    - Head>Tights & Skins>Eye Accessories>Helmet Font Place, Helmet Goggles, Helmet Goggles Bubble, Helmet Goggles Large, Helmet Goggles Winged, Helmet Visor.
    - Head>Tights & Skins>Mouth Accessories>Gas Mask Insect, Mandibles Gigantic, Mandibles Long, Mandibles Short, Helmet Protector, Helmet Ventilator, Helmet Gas Mask.
    Post edited by aiqa on
  • nbkxsnbkxs Posts: 776 Arc User
    edited June 2016
    BUG: All of the new spider bikes are running@MK 1 hp. Everything else seems to be fine, just the HP is incorrect.
    BUG: Kigatilik's Wrath mod doesn't work with Icicle Spear.​​
    Post edited by nbkxs on
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  • aiqaaiqa Posts: 2,620 Arc User
    edited June 2016
    Suggestion:
    Add a normal torso/leg option to the mechanical categories. That clips of course, but can also make interesting combinations and is already available for a limited selection of arms/legs on live.
  • soulforgersoulforger Posts: 1,649 Arc User
    edited June 2016

    propeller beanie next monthly sub reward maybe?​​

    I second this motion.

    Also, allowing all feet options on the beast legs shows that there needs to be beast only feet items.
  • celiziccelizic Posts: 42 Arc User
    This is a much needed spring cleaning after all those years of costumes being added to CO.
  • question: is this going live next patch with everything else, or is it going to linger on PTS for a bit?

    something this big that alters so much code and most likely digs deep into the knotted bowels of the engine should probably have more than 6 1/2 days of testing​​
    #LegalizeAwoo
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    I hope the change on the Beast/Monster head category allow Eye Auras to work with it.
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  • kallethenkallethen Posts: 1,576 Arc User
    mcgorien wrote: »
    Do we get a free change for all old costumes? or do we have to spend g every time we want to edit an old one, to revert any unwanted changes the system does?

    I recall kaizerin had posted previously that when they would overhaul the categories, it would not affect current costumes. The shifted categories and rules would only affect your costume if you try to make changes to the old costume. So if you don't edit your costume, it'll still look the same.

    @kaizerin Is this still true?​​
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  • mutantmaidsmutantmaids Posts: 119 Arc User
    Is there a specific reason for the adamant refusal to include invisible hands/feet? Is it for pvp purposes?
  • kaiserin#0958 kaiserin Posts: 3,196 Cryptic Developer
    Under no circumstance do we want players to be able to make an invisible character.​​
  • mutantmaidsmutantmaids Posts: 119 Arc User
    I figured the chestpiece/hips remaining visible would kind of offset any attempts at that.
  • well, that's one way to ensure that nobody ever makes an invisible woman clone​​
    #LegalizeAwoo
  • thebuckeyethebuckeye Posts: 814 Arc User
    Okay after playing around in the new tailor, I've noticed that the following costume sets (on the Debugger are unlocking per character and not account wide.): Robot Samurai, Feather Armor, Bone Armor, Cardboard Armor and the Victorian Set. It might be a minor hiccup, but it could potentially affect the versions on Live...
  • chaosdrgnz43chaosdrgnz43 Posts: 1,674 Arc User
    kaizerin said:

    Under no circumstance do we want players to be able to make an invisible character.​​

    But...there's Stealth Aura. It literally turns you invisible. Well, you can still make out the shape, but still invisible.
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  • rtmartma Posts: 1,198 Arc User
    @chaosdrgnz43 Difference being Stealth Aura makes you Translucent(Parent?)/Cloaking Effect rather then just disappear.
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    I take this quote from a review that I agree with.

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  • avianosavianos Posts: 6,178 Arc User
    edited June 2016
    No matter how you want it, we will never get 100% Invisible characters, people would EXPLOIT the heck out of it, propably for PvP like every exploitable in history of CO, no big Suprise


    Stealth Aura has a Holo Bee Hives texture attached to it, which are also colourable
    Ghostly Aura from the Bloodmoon also use the Plastic transperent visuals from the Night Warrior sneak​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergies! Playing since 1 February 2011 128 + Characters (21 ATs, 107 FFs) ALTitis for Life!
  • draogndraogn Posts: 1,269 Arc User
    The new item that grants 2 costume slots in the debugger aren't working for me. The item goes into my inventory, but using them has no effect.
  • ninjapiffninjapiff Posts: 283 Arc User
    edited June 2016




    wings can be colored, can't they? they move when a flight power is active, so maybe using the same principle for a propeller would work




    Wings aren't an always moving part. I don't think the same principal applies since the wings moving is apart of a skeletal structure reaction and not an always moving bit.​​

    If I had a propeller beanie that spun when I flew around I would be SOOOO happy.
    It makes sense, if you don't think about it.
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  • ninjapiffninjapiff Posts: 283 Arc User
    On a side note, Stealth Aura is fun to pair with other Auras, like the Shadow Form Aura, to make spectral characters. I dunno, I like it.
    It makes sense, if you don't think about it.
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  • glortorglortor Posts: 331 Arc User
    That is a fair bit of work, Kaiserin.
    Do you ever sleep?
  • raighnraighn Posts: 2,339 Arc User
    I am so excited for this... though I do hope we can see a lot more items duplicated across multiple categories...
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  • violetnychusvioletnychus Posts: 137 Arc User
    I can not say much about this except how great it should be.

    Better costume access is great for promoting the game. I often said that despite the capabilities of the editor it was easier to create quality costumes in the CoH version.

    Excellent.​​
This discussion has been closed.