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City of Heroes: Victory


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Posts posted by Michiyo

  1. Announcement from the company hosting our webserver, this will only effect the website/forum it will not effect the game server in any way.


    Start: 2019-06-26 04:00 UTC
    End: 2019-06-26 09:00 UTC


    During the above maintenance window the networking team will be upgrading core networking equipment to improve performance and reliability for our NYC1 location.

    Expected Impact: During this window you may experience brief moments of packet loss as traffic is shifted between networking devices. We will endeavour to keep this to a minimum during the maintenance window.


    Burn should no longer ignore accuracy enhancements.

    Night Widow & Fortunata Vengance will now trigger on league members. The buff will still only apply to teammates.

    Beta Decay FX now anchors on the player and not the world.


    From now and until says I, door missions (not AE) have a 20% chance to drop a random Super Pack when completed!


    Added an option to show timestamps on chat, under Options > Windows > Beta Features
    Added power cooldown indicators as a WIP option, accessible through Options > Window > Beta Settings.
    Fixed a couple of issues with the Cathedral of Pain that could cause it to get stuck if all the Obelisks were destroyed or the Aspect of Rularuu was defeated right when the Willforges respawned.
    Fixed a server crash when a player in the final stage of character creation disconnected from the queue server during an unusually long SQL wait queue.
    Fixed a client crash seen during activities with many active power effects, such as the Rikti mothership and Hamidon raids, by switching to 64-bit FX/Sequencer handles.
    Fixed a client crash in the UI drawing code if a pet has a creator but no owner.
    Connections from the client to the QueueServer were not encrypted; they now are.


    Added over 200 items to the Vehicles and Nature tabs. You can find them by searching for (new).


    Offloaded all the hardware-only physics effects to the CPU. This results in the same physics quality as enabling PhysX hardware, as has been requested, without having to actually update the PhysX libraries. The reason it's being done this way is because updating the libraries would break the game client for other servers that share the same game files. The impact on the CPU is negligible on modern hardware.
    Modified the Glacier FX so it can be looked at from below.
    Improved particle effects for Burst Of Speed power in Blaster/Martial Manipulation secondary.
    Improved the Ki Push FX from Martial Combat.
    Lowered the saturation of the reflection cubemap used in the tailor, to better display colors while in the costume creator.
    General improvements to many chest emblems, chest details and supergroup emblems: cleaned edges, reduced compression, standardized resolution.
    Added a second color on many chest and shield emblems that previously only took a single color.
    Repairs/improvements to Face textures to help with skin tone matching and reduction of uncanny valley. The Medusa face was missing the entire blue channel in its diffuse map, this has been reconstructed based on clues in the other parts of this face.
    Improvements to the Makeup color masks for female heads; mostly blurs the edges of the lipstick so it blends better and fits onto the lips more fully when the player chooses heads with different shaped features.
    Fixed a glitch with the Buckled Leather top and alpha channels on chest emblems.


    Immobilize Powers in Controller and Dominator primary power sets should no longer make their targets immune to KnockUp. KnockBack will be converted to KnockDown. This helps sets like Ice and Earth, as their AOE Immobilize power will no longer make their AOE Knockback power useless.
    Flash Freeze should now affect flying enemies.
    Glacier should now be usable while flying.
    Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers.
    Pool > Sorcery > Enflame: Should now do damage for Sentinels
    Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers.
    Controller > Ice Control > Flash Freeze: should be properly flagged as a Targetted AoE, not a Point Blank AoE.
    Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred.
    Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance.
    Domintoar >Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage.
    Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements.
    Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with.


    Rikti War Zone pylons now drop 3 Vanguard Merits when destroyed, for a total of 60 Vanguard Merits for all 20 pylons.
    Rikti Drop Ships and Patrol Ships now drop 6 Reward Merits and 10 Vanguard Merits when destroyed.
    Fixed an issue with Morality Missions not resetting the mission owner's alignment points on completion in some cases. This does not apply to teammates, only the mission owner. This was allowing players to run Morality Missions back to back to very quickly get a lot of merits.
    Increased the reward for completing a Morality Mission to 40 Reward Merits.

  4. Welcome again all!

    The downtime planned for this weekend went off without a hitch!

    We now have 2 24GB 6 Core Mapservers, and a 12GB 4Core DBServer powering everyones favorite CoH Server!

    Startup times are now in the area of 5 minutes, all static (City zones) are loaded at boot so no more long zone times waiting on your next zone to load up!  Lag is down as this box is dedicated to Victory so enjoy!

  5. Hello all!

    Our server provider has provisioned our new server after a week of waiting! At some point over the weekend I'll be taking Victory down to be migrated over to our new hardware, there will be *NO* loss of data during the move.


    Thank you!

  6. You should be able to place your .storyarcs in the "Missions" folder in your City of Heroes directory, you'll also need to place your .critter files in the "Custom_Critters" folder.  Once they're there the AE console should show them and allow you to publish.


    Patrol XP can now be consumed in Architect Rewards mode and/or a bonus XP multiplier. It will always add 50% to the base XP earned.

    Fixed the SHO reward for STF and LRSF; they were giving a SO if picked again after 18 to 24 hours.

    Replaced the Jetpack Suppliers in the Shadow Shard with P2W Field Agents.

    Some unused Pandora's Box SSA contacts were being introduced by other contacts; this should no longer happen.

    Fixed a potential crash when putting an enhancement in the Auction House (OuroDev PR #66 & #70).

    Zone maps will now be marked as "full" and stop new players from entering them if they grow over 1.8GB of RAM; meet in a different zone instance if someone you need to team with is on a "full" map. If a map uses over 2.0GB of RAM, it will automatically shutdown; even a mission map. It's not the most elegant way to address a memory leak, but it works for now.

    Lowered the costume change timer from 30 seconds to 15 seconds.


    The Positron Task Force (Part 1) can now be started with a minimum level of 8.

    Completing a Morality mission now rewards 20 Merits. Turns out that 50 merits for 10 short missions was way too much.


    XP Boosters purchased from P2W can now be deleted from the Powers window. This is useful if you decide that you want to switch from a 25% bonus to a 50% one, for example, or if you don't want the influence penalty anymore.

    The Mission Architect version of the power "Unkindness" from Savage Assault will now actually damage the target instead of healing them.

    The PPD Captain "Call for Backup" power will now only spawn up to three PPD reinforcements and not spawn additional ones unless one of the 3 is defeated, instead of an infinite forever every 30 seconds.


    Added "Fashion Victim" for spending 50,000,000 inf on the tailor. Rewards a Free tailor token for your trouble.

    Moved "Newsman", "Faultless Mystic" and "Apex" from Faultline to Echo: Faultline.

    Added "Riveting", "Upcycled" and "Rock Bottom" to Faultline.

    Added "Forsaken", "Pristine", "Claim Denied", "Spare Parts" and "Dug Too Deep" to Echo: Faultline.

    Added "Epicenter", Echo: Faultline zone accolade.


    "Apply to Room" and "Apply to Base" will now work to fill an entire block floor-to-ceiling.


    Archery animations should now work properly.

    Rain of Arrows animation has been reduced from 4 to 2 seconds. Recharge time has been increased slightly to compensate.

    Bio Armor > Hard Carapace: This power should now offer damage resistance in PvP

    Cold Domination for Controllers and Masterminds now have a Minimal FX option, just as Defenders and Corruptors do.

    Fixed an error that allowed players to create Shield Defense characters with Claws, Dual Blades, Ninja Sword, Spines or Staff Fighting primaries. These characters always were broken and unplayable.

    Scrapper's Shinobi-Iri should now be able to accept Jump enhancement sets.

    Sentinel's Beam Rifle > Refractor Beam should now accept Defense Debuff sets.

    Stalker's Ice Melee should now crit on PvP

    Added missing Doppelganger conversion for the following player powersets:


  8. All of the non pigg files are handled by other mirrors.  I know yesterday a lot of people were having issues with some of the mirrors serving corrupted files.  You might want to full close and relaunch Tequila, and hit validate to see if it's able to pickup good files.

  9. Got ya, ok this is related to a bug I've heard of on Homecoming as well then.  The fix is to change the XPScale on the server to give a boost to XP.  On the next reboot XP will be 1.01x just enough to let AE work, but not enough to change the game.

  10. After starting your AE mission, and killing a couple of guys I can't reproduce this.  I selected "Standard Rewards" when starting the arc.

    You have defeated Skull Lasagna Thief
    You gain 94 experience and 75 influence.
    You received Catch a Breath.
    You have defeated Gravedigger Slugger
    You gain 28 experience and 13 influence.

  11. The Base Builders Guide to Insanity


    Warnings for those who dare dip a toe in these waters:

    • Prepare to be overwhelmed but don't worry, that feeling fades quickly with a little determination.
    • Hydrate, stretch, remember to eat, maybe at least grunt at your loved ones and in game friends so they know you are alive.
    • Sleep is for the weak but it is also a necessary evil.  There is no such thing as "I'll just place one more tile and then go to bed."


    Take this. It may help you on your quest.


    The Cheat Sheet:


    The Slash commands:

    • /edit_base [1/0] – Turn base editing on or off. 1 = on, 0 = off
    • /grid_snap [value] – Set item placement grid to [value] degrees. Default grid = 1
    • /angle_snap [value] – Set rotation value to [value] degrees. Default snap = 5
    • /room_clip [1/0] – 0 = In parent room, 1 = no constraints
    • /find “[item]” – Find items with identifier
    • /find “” – Turn search window off and return to item tabs
    • /see_everything [1/0] – See the boundary boxes for everything in the base. 1 = on, 0 = off
    • /stuck - To get back to the base portal
    • /sg_passcode  “[word]” – Set the base passcode to [word]-
      • /base_default_sky - Set the default sky setting to one of 15 preset values:


      1 = Praetoria

      2 = Atlas Park

      3 = Boomtown

      4 = Grandville

      5 = Cimerora

      6 = Night Ward

      7 = Shadow Shard

      8 = Storm Palace

      9 = Dense Fog

      10 = Rikti Invasion

      11 = Zombie Apocalypse

      12 = Praetorian Invasion

      13 = Lighted Paths

      14 = Shadowed Paths

      15 = Spaaaaaaaaaaaaace



      • Shift – Hold for vertical movement
      • Ctrl – Hold for horizontal movement
      • Alt – Hold for spin
      • Shift + Alt or Ctrl – hold for 360 spin
      • F1 – Cycle through grid sizes
      • F2 – Cycle through snap angle degrees
      • F3 – Enable or Disable room clipping
      • F5 – Cycle through anchor points (floor, wall, ceiling, surface)
      • Shift + Tab – Cycle through visible items
      • Ctrl + z - Undo


    So where the heck do you start?  At City Hall of course.  Go create yourself a Super Group.

    Now that that's done you have a few options.  You can begin building right away, create a base with rooms and hallways just like on live.  Or if you dislike the single doorways you can now place doorways side by side and open up one room to another.  And you can now place items in doorways.  (Which works but sometimes items can be a bit cranky about being forced out of a room and they might not behave exactly as you wish they would.)


    What does it mean to build outside the base?  It means exactly that.  By pressing F3 you make "Room Clipping Enabled" and with that you can build above up to a height of 900 or a low of -2,000 but you still have to stay close to the lateral edges of the base plot.


    Has the item limit changed?  Nope.  That is hard coded into the base editor but Leo may have found a way around it... Stay tuned...


    So if I can build outside the plot why would I ever want to build inside?  The advantage to building inside the plot is you can use the walls and lighting.  Lighting outside will someday be fixed but it is a ways off yet, so until then you'll need to use items from the lighting tab.


    What if I want to build inside and outside?  You can!  Leo has added in base beacons and teleport points.  Simply place the teleporter of your choice and a beacon (or 9) Then go to the place you'd like the teleporter to take you and place the necessary teleport point.


    What about sounds and music?  We don't yet have ambient sounds you can place like you do items but you can change the way it sounds in your base.  There is a catalog of things or you can place your own music.  Just be aware that only people you have shared the sound file with will be able to hear it.



    Is there a limit to the number of bases I can have?  Nope.  Go crazy.  Build your little heart out.


    I'm sure there are many more things I'm forgetting so feel free to ask.  And there of course will be updates and new toys for us crazy base builders.

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