This build is scheduled to hit PTS at 11:15am, 8/19/2014
You can find release notes for previous unreleased PTS patches by using the link(s) below:
FC.31.20140602.27Release Notes for FC.31.20140602.28:Preview:- A new set of Eye Auras is available on the Debugger.
Steel Crusade:Known Issues:- The Junk bots have placeholder costumes.
- The "Project Clockwork" mission is offered, but can't be advanced. This will be in part 3.
- Various icons related to the Reawakened Automaton are placeholder.
- The Steel Crusade mission instances do not have music.
- Recognition Rewards for the Mechanon Coalition token are not in this update.
Steel Crusade Bug Fixes:- NPCs with "Sudden Human Combustion Syndrome" can no longer be prevented from dying.
- Purple Gang members with "Sudden Human Combustion Syndrome" stay red to the end.
- Nanobots now have descriptions
- Exiting Brain Freeze by needle now places you next to MicroMan.
- The end cutscene needles should no longer appear on the minimap.
- Spider nanobots should now have FX on all their powers.
- Brain Freeze: Fixed a gap in the geometry in the first brain map.
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.
Comments
Silverspar on PRIMUS
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Sergeant-Major Parl Naran is not spawned in the UNTIL Headquarters, making the second mission dead end at this point.
Silverspar on PRIMUS
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Whoops. The "Project Clockwork" mission is available by accident. Don't expect to complete it.
jasinblaze is right, ego form makes no sense in this archetype. //
On a side note, rocket punch is awesome because it can be used with PA powers, whsihc i didn't expect. AotM is not so awesome because it can't be kept up during boss-fights or duels. Maybe make up another way to proc it in these situations ?
It's a bit of a let down that none of the PA powers can be combined in the archetype, except for Reconstruction circuits, because Power Gauntlet, Chest Beam and Rocket Punch are all charged powers.. This also makes the gameplay a bit redundant since Chest Beam and Power Gauntlet are essentially the same thing save for charge time.
Moreover, I don't really see why someone would pick Grappling Gun when the AT only has one melee power that is only worth it on multiple targets.. so why pull one guy ? I'd suggest replacing it with micro-munitions or Mini gun..
Sewer mission : very good, except for the last part. The overseer doesn't move, has slow, weak, generic attacks. You can't get the satisfaction to kill him. His self destruction destroys the facility but you remain fine..
Project Clockwork isn't supposed to be available. This might be why it appears in "missions missing a category". Just pointing out that it does.
(°∇° ) #megalodon2015
I was given the automaton upon logging in on my 40.
Silverspar on PRIMUS
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Okay, non issue.
(°∇° ) #megalodon2015
The penultimate battle is a little odd. Generating two mobs so close together in the final room, yet leaving one unaggroed just feels off. I know this is a long time system thing, but the cutscreen implies they're a single force. Seeing four enemies generated when you've been fighting two unit mobs for the whole scenario is a bit of an "oh crap" moment, but keeping the mobs separate undercuts any sense of payoff. Yeah, I know, the alternative is getting jumped by two mobs at once. It just feels odd.
Echoing Jasin's comments on the eye auras. Bugs confirmed.
Suggestions: Any chance you can get us an eye of Horus third eye aura?
Query/suggestions: For folks, particularly in the costuming community. Is an emblem aura or holo projection emblem costume piece at all desirable? The third eye aura triggered some ideas.
Anyhow, that's all for now.
YES. I'm pretty sure I speak for all of em when I say more options for emblems is always appreciated, and that sounds friggin nifty.
RIP Caine
Can we have a title for it? "Angel of Death"?
RIP Caine
This I love. Let us kill civilians in Stage 3/4 without adding to the saved civilians count (or, alternatively, subtracting from it!)
Wouldn't interfere with people trying to do the mission, and a perk for it would be hilarious.
Good news:
+ No major bugs, except for on killing junkbots, they'd fall through the grated floor into the sewer in the final room, and it'd be nice to describe where the gun turrets come from.
+ Decent cut scenes.
+ Good to involve the New Purple Gang.
+ The story arc would fit in with some of the suggestions regarding a mini boss fight in the second brain mission.
Bad news:
- Can't use escape to kill cut scenes. That absolutely has to be fixed.
- Bigger issue: not a particularly interesting mission, especially given some of the creative ideas that came with the brain missions.
Suggestions:
Provide upgraded mobs with passives. No reason that after the first set of junkbots see you that you shouldn't run into ones that have adapted.
Provide an option to electrify the sewer grate in the final room. Would make fighting the last 4 mobs quite a bit more interesting. You could either do it the old fashioned way or for support toons, run around and let them eventually fry.
Since the overseer states that destruction will be retaliatory, provide substantial damage if you're on the upper deck by the machines when things explode. Also, however, force the overseer to chase you off the upper deck so that melee toons aren't at a disadvantage.
I'd also like to see a sewer dungeon where skill levels come into play. Perhaps you could put in a switch to reward someone with 400 skill by allowing them to raise the grate blocking the tunnel with the cable and save a minute or so on the mission.
Also, it might be interesting to see what would happen if the bigger bots could take one of their destroyed brethren and reanimate it as a junk bot.
Silverspar on PRIMUS
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One thing I do think is missing from most cryptic "tunnel" missions is the aspect of levels - everything is generally on a single plane (or small rampings). Can't think of many (or any) missions that include sudden drops, or the requirement to jump/fly/swing up through connecting shafts to levels above or below your current location. Most of us have two TPs, having missions that might require you to switch between them would be interesting and thematic and justify the need to have more than one.
Additionally while the brain map is really nice (and good to see something different), I think it needs some more enviromental effects - darkened areas, floating blood platelets perhaps as you move through the tunnels.
I posted this in the RA thread but might be more suited here:
Suggestion: Left / Right Hand Power Emanation points.
Rocket punch is yet another single sided power (right hand in this case). Could this also be an opportunity to add the choice of right hand or left hand emanation points for this power and other single hand emanation powers?
From an aesthetic standpoint as well as customisation, it would certainly be a bonus - for example I have a couple of characters with a cybernetic left arm - rocket punch could be a great addition to them thematicly however as it stands they would be firing the rocket fist from their human arm.
Bug: Machinery takes no damage when right under them
What: In both bodies, I found that when standing directly under a piece of machinery attached to a wall, my powers did no damage, I had to take a step back and reattack in order to destroy them.
Bug: Graphical Anomaly?
What: Found an odd graphic in Marty's brain at the location shown in the following screen shot. Doesnt seem to match anything else in the map that i could see.
Also it was very nice to see the mini boss at end of steel crusade: waste transmission - is wearing parts of my holoforce set. woot.
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NPCS can still be prevented from dying.
NPCs have ~650 life. My Celestial conduit does 1k per tick and my Protection field shields 4k.
Maybe have the combustion debuff also debuff shields/heals received? Or just add insta-death when it expires? Or do 50k damage?