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Cobalt Arachne

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Everything posted by Cobalt Arachne

  1. I just earned both badges on my player account doing the arc via Flashback, so it definitely can be done that way.
  2. Kallisti Wharf will continue to see development in future Issue 28 updates, this Page is just Phase 1! The plaza will be populated as part of Phase 2 content. There's a number of places/things that will become more relevant in the future, such as the plaza district, tower penthouse, and the Langston Corp factory.
  3. I fixed the room ordering on all the maps... They might new beacons; If they're still not correct live, I can take another look, but I'm not super sure how to fix them beyond at this point. We'll see I guess.
  4. Was not aware these were clock-based glows! 😮 I'll adjust the player version to glow at all times.
  5. No clue, this was Faultline's project, I just helped give it a little spit shine haha.
  6. Really? I've never used GIMP before; I've definitely heard of it though. If it solves my .DDS conversion issue that'd be a godsend, it's really limiting me on what I can deliver right now. I have the BWI Valkyrie belt textured fully, I just haven't been able to convert it to get in-game. Thanks for the suggestion! Will investigate that.
  7. The Flamethrower and the Gas Canister Sprayer were on a list to do. The guns with animating parts like Miniguns or Sonic Rifles/Cannons... Not sure, I'd have to try and see how they work on players; Haven't proliferated an animating rifle before.
  8. The particles would be, but the bubble geometry itself would not.
  9. Possibly in a later page... Unfortunately, right now, I'm actually dead in the water on textures creation... Something updated with my graphics drivers that broke the Photoshop Nvidia plug-in I used to export .PSD to .DDS format that we then convert into .TEXTURE files for the game. So I currently do not have the capability to create new textures. X_X I've spent so many hours trying to figure out why the thing broke, but I've had no luck on fixing it; Reinstalling the old versions of the plug-in/Photoshop; Trying various version combos... Nothing works for me. The Nvidia plug-in crashes Photoshop on launch no matter what versions I try, and the stand-alone converter can't convert correctly to the exact older specifications City of Heroes needs, causing the textures to become broken, lose contrast, and color masking. Until I figure out why this no longer works, I'm unable to deliver requests that need new texture work, like bird-less BWI pieces, or a BWI Valkyrie belt.
  10. If it already exists in-game, let me know where and I can add it to players; If it doesn't exist, then I obviously can't add it. At that point we'd need a 3D artist to create new model assets from scratch and I'm not a 3D artist. Unfortunately, this is unlikely to happen... Page 2's costume additions were all about giving players things already created or already existing from NPCs. I'm not fulfilling brand-new player-exclusive requests; That's not within the scope of my work at this time.
  11. Good catch; Just updated all the patch notes to 22.
  12. I'm looking through Shotguns temporary powers... Temporary_Powers.Temporary_Powers.Confiscated_Beanbag - WEAPONS\Assault_Rifle2.fx - This model is using GEO_WepR_Machine_Gun_3; This appears to be a model players do not have yet. Will look into proliferating. Just kidding, loaded it in-game and GEO_WepR_Machine_Gun_3 is just this: Which players definitely already have. Temporary_Powers.Temporary_Powers.Alt_Holy_Shotgun_Shells - WEAPONS\HolyShotgun.fx - This model is using GEO_WepR_CelestialRifle, which I believe players already have. Temporary_Powers.Temporary_Powers.Shotgun - WEAPONS\Shotgun_3.fx - Uses GEO_WepR_Shotgun_1 which we just proliferated. GEO_WepR_Shotgun_2 is the Advanced Shotgun. Shotgun_3.fx is the same model as Shotgun_1.fx, the only difference is a draw sound. So as far as I'm seeing, players already have the Shotgun models available. If I missed something, do let me know!
  13. Correct. For example, I know Linea's difficulty benchmarking AE arc series use those maps extensively for the high density. I'll look into it, have to decide how to label the new map versions, maybe the older ones become Kallisti Wharf Office (Legacy).
  14. This specific reason caused us to have to make an ENTIRELY new category of KW offices specific to the actual zone content. Because, yes, those AE maps are designed incorrectly, where every single room tray included spawns, when a proper map usually goes 'spawns -> no spawns -> spawns, etc' The issue here becomes the fact that people have existing arcs built using those 'too-dense Kallisti Wharf office maps', and if we reduced the spawn density it would change everyone's existing arcs, which is not something we want to do. Changing existing AE arcs without the writer's intent would be a bad move. As a result, the AE versions of the KW maps are intensely populated but we can't change it without changing every existing AE arc using them without consent, so we simply didn't. The versions of the maps found in the actual Kallisti Wharf zone have properly balanced spawn density, but the maps in AE don't currently. There is always the option that we add these newer, less-dense office maps to AE later, we'll see, would have to decide how to label them. Internally, AE uses M_Office and Kallisti Wharf uses KW_Office.
  15. There's a LOT more Kallisti Wharf content to come, this is just Phase 1. We're a small team of volunteers, if we tried to deliver everything we wanted at the same time, this Page would take years to release. 😛 So we released the first wave of content that was ready, then we'll continue delivering content in future Pages. Stay tuned, there's a lot more content on the way!
  16. This was essentially the vibe I was going for. They're a highly trained group of professionals outfitted in some extremely cutting-edge gear, stuff that was prototyped using stolen Praetorian tech. All of them trained specifically to take down super power threats, but in a non-lethal capacity. I'll be doing a full Dev Diary for Blackwing closer to release, that will explain the group's origins, how they ended up in my hands to finish them, why I chose XYZ design elements for each critter, and what parts were written before they came to me and I had to design around. The minion's Cold/Toxic guns are directly inspired by a CIA weapons prototype that operated by shooting frozen poison darts. Google 'CIA heart attack gun' and you'll get results for it. Coordinators, Neutralizers, and the Keeper Giant Monster were the only Blackwing critters that I personally added to the group. More trivia to come in the proper Dev Diary! They were originally weak to Cold, but after reviewing weaknesses, it was found that Toxic was the least represented type amongst high-level enemy groups and Cold was actually the most represented, so we changed it. Thematically, it's because the Excelsion emitter wiring interiors are very sensitive to corrosion. I could probably add a blurb about that to their critter descriptions, actually.
  17. Seeing people create their own Blackwing Industries characters/critter types was one of the big reasons I felt motivated to give all their parts to players! 😄 Very cool! Unfortunately for the actual critter group, I think they're already quite complex and deliver a robust challenge, so adding even more critter types to the main NPC group would make it that much harder to balance them. Always love seeing people's original takes though! It was something I explicitly wanted to encourage by giving players all the tools to build their own Blackwing baddies. It should be very doable to create custom AE groups with Blackwing's critters + added original variants to create perfect custom groups. 🙂
  18. Wonder how possible the Scorpion tail from Crey might port to players... I'll look, no promises though.
  19. Not sure what you're doing; I just logged into Brainstorm as of 2 minutes ago, picked Force Field, and set it to Excelsion and it looks fine.
  20. Somebody did confirm it was dropping, it is just a rare drop so at the mercy of RNG.
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