Author Topic: I17 Open Beta  (Read 5722 times)

eabrace

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I17 Open Beta
« on: April 14, 2010, 07:44:13 PM »
Looks like it's time to start uploading the new I17 badge art.

That and adding the details to Demon Summoning.
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eabrace

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Re: I17 Open Beta
« Reply #1 on: April 15, 2010, 01:34:38 AM »
OK.  I think that between Blondeshell and I, we've uploaded all of the new or updated icons for I17.  I tried to err on the side of caution just to be sure I didn't accidentally upload anything I shouldn't.

It appears Zombie Man is on top of updating the I17 article at the moment.
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cembry90

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Re: I17 Open Beta
« Reply #2 on: April 15, 2010, 02:54:24 AM »
OK.  I think that between Blondeshell and I, we've uploaded all of the new or updated icons for I17.  I tried to err on the side of caution just to be sure I didn't accidentally upload anything I shouldn't.

It appears Zombie Man is on top of updating the I17 article at the moment.

Nice work!

I was in closed beta and honestly, I'm looking forward to making some demons on live. This will be my first major villain, so I'm excited. :-)

eabrace

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Re: I17 Open Beta
« Reply #3 on: April 15, 2010, 06:13:59 PM »
Since the new exploration badges are not required for the SG exploration badges, I've started listing the required badges on each of the SG badge pages and adding a "Supergroup Badge" section on applicable exploration badge pages.

The following SG badges (and associated exploration badges) still need to be updated:

Cap au Diable Beacon Badge
Grandville Beacon Badge
Mercy Isle Beacon Badge
Nerva Beacon Badge
Peregrine Island Beacon Badge
Perez Park Beacon Badge
Pocket D Beacon Badge
Port Oakes Beacon Badge
Rikti Crash Site Beacon Badge
Rikti War Zone Beacon Badge
Sharkhead Beacon Badge
Skyway City Beacon Badge
St. Martial Beacon Badge
Steel Canyon Beacon Badge
Striga Isle Beacon Badge
Talos Island Beacon Badge
Terra Volta Beacon Badge
The Hollows Beacon Badge

I'll get back to this some more later, but need to get some real work done first.  ;)

Blondeshell‎ has added some of the new exploration accolades to the appropriate pages.

It looks like we're still light in the content areas and need the info for each of the new contacts and the revamped Posi TF.
« Last Edit: April 15, 2010, 06:23:21 PM by eabrace »
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eabrace

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Re: I17 Open Beta
« Reply #4 on: April 16, 2010, 09:25:26 PM »
SG beacon articles have been updated with the lists of required badges for each beacon.  The page for each of the exploration badges required for a beacon should now indicate the beacon they count toward.

Blondeshell's added more of the exploration accolades to the exploration badge pages.  I haven't checked to see if she's finished all of them, but I'm sure if she hasn't she's on top of it.

Blondeshell has also laid out stubs for the new contacts and their arcs.  The info for each still needs to be fleshed out.

Aside from filling in the new arc/TF data, it looks like we still need:
* pages for each of the new badges
* fill in the details for Demon Summoning.
* add new craftable temp powers to the Temporary Powers page
* detailed update on info for Vigilance

Other things that might be nice to have but are probably less important at the moment:
* page for each of the new emotes
* weapon customization images of new pistols

And then there are a lot of little details scattered throughout the wiki that might need to be updated regarding some of the new QoL changes.  It'll probably be harder to find all of those and we'll probably just have to correct them as we find them in the future.  (I know quite a few of the changes will impact info recorded in TPGttC.)

Anything else I'm forgetting that we need to add to the list of things that we want to get up before I17 goes live?
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Re: I17 Open Beta
« Reply #5 on: April 17, 2010, 01:07:36 AM »
Since the new exploration badges are not required for the SG exploration badges, I've started listing the required badges on each of the SG badge pages and adding a "Supergroup Badge" section on applicable exploration badge pages.
Do we know for sure if specific badges are required? If Faultline is any indication, you only need to get a certain number of badges to unlock the beacon (since grabbing Egg Hunter means you can skip any one badge in the zone)

eabrace

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Re: I17 Open Beta
« Reply #6 on: April 17, 2010, 01:37:49 AM »
Hmm.  That's a good point.  Right now I'm working off the info we have so far.  And the info we have right now says only that the new badges are not required for the beacons.
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Blondeshell

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Re: I17 Open Beta
« Reply #7 on: April 17, 2010, 02:34:59 AM »
That's the same that I've found.  I tested with a character that didn't have any of the Supergroup badges, and the beacon for Galaxy City awarded after finding just the original five badges.

Don't worry, badge pages are coming.  ;)

eabrace

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Re: I17 Open Beta
« Reply #8 on: April 17, 2010, 07:21:09 PM »
Sat down to work on Field Agent Keith Nance this afternoon.

I love what they're doing with the contact interactions, but man are my fingers getting tired.  (And I'm even copy/pasting the text rather than typing it all by hand for once.)

On that note, if anyone gets a moment to do a little research outside our little corner of the web, it might be worth seeing if we can find a good method for handling dialogue trees...
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iakona

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Re: I17 Open Beta
« Reply #9 on: April 17, 2010, 08:19:47 PM »
Here's all the recipe info for the new temp powers, for anyone who wants to update the wiki info:

Name = Temporary Power: St. Louis Slammer
Ingredients = 1 Boresight, 1 Luck Charm
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: St. Louis Slammer
Ingredients = 1 Improvised Cybernetic, 1 Rune
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: St. Louis Slammer
Ingredients = 1 Kinetic Weapon, 1 Fortune
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Gabriel's Hammer
Ingredients = 1 Brass, 1 Clockwork Winder
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Gabriel's Hammer
Ingredients = 1 Iron, 1 Demonic Blood Sample
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Gabriel's Hammer
Ingredients = 1 Silver, 1 Demonic Threat Report
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Revolver
Ingredients = 1 Simple Chemical, 1 Runebound Armor
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Revolver
Ingredients = 1 Inert Gas, 1 Masterwork Weapon
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Revolver
Ingredients = 1 Hydraulic Piston, 1 Ruby
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Hand Grenades
Ingredients = 1 Human Blood Sample, 1 Ancient Artifact
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Hand Grenades
Ingredients = 1 Stabilized Mutant Genome, 1 Ancient Bone
Rarity = common
Crafting Cost = 2500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Hand Grenades
Ingredients = 1 Mathematic Proof, 1 Regenerating Flesh
Rarity = common
Crafting Cost = 10000
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Plasmatic Taser
Ingredients = 1 Computer Virus, 1 Spell Scroll
Rarity = common
Crafting Cost = 500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Plasmatic Taser
Ingredients = 1 Circuit Board, 1 Spell Ink
Rarity = common
Crafting Cost = 2500
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Plasmatic Taser
Ingredients = 1 Temporal Analyzer, 1 Spirit Thorn
Rarity = common
Crafting Cost = 10000
Resale Value = 1000
Recipe Level = 10

Name = Temporary Power: Power Analyzer Mk I
Ingredients = 1 Brass, 1 Spell Scroll, 1 Heavy Water, 1 Unearthed Relic
Rarity = uncommon
Crafting Cost = 2500
Resale Value = 2000
Recipe Level = 1

Name = Temporary Power: Power Analyzer Mk II
Ingredients = 1 Iron, 1 Spell Ink, 1 Corrosive Gas, 1 Ensorcelled Weapon
Rarity = uncommon
Crafting Cost = 10000
Resale Value = 2000
Recipe Level = 1

Name = Temporary Power: Power Analyzer Mk III
Ingredients = 1 Silver, 1 Spirit Thorn, 1 Titanium Shard, 1 Unquenchable Flame
Rarity = uncommon
Crafting Cost = 40000
Resale Value = 2000
Recipe Level = 1

Name = Temporary Power: Recovery Serum
Ingredients = 1 Inanimate Carbon Rod, 1 Spiritual Essence, 1 Scope, 1 Soulbound Armor
Rarity = uncommon
Crafting Cost = 2500
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Recovery Serum
Ingredients = 1 Scientific Theory, 1 Alchemical Silver, 1 Commercial Cybernetic, 1 Alchemical Gold
Rarity = uncommon
Crafting Cost = 10000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Recovery Serum
Ingredients = 1 Ceramic Armor Plate, 1 Nevermelting Ice, 1 Pneumatic Piston, 1 Sapphire
Rarity = uncommon
Crafting Cost = 40000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Envenomed Dagger
Ingredients = 1 Boresight, 1 Runebound Armor, 1 Heavy Water, 1 Clockwork Gear
Rarity = uncommon
Crafting Cost = 2500
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Envenomed Dagger
Ingredients = 1 Improvised Cybernetic, 1 Masterwork Weapon, 1 Corrosive Gas, 1 Living Tattoo
Rarity = uncommon
Crafting Cost = 10000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Envenomed Dagger
Ingredients = 1 Kinetic Weapon, 1 Ruby, 1 Titanium Shard, 1 Bleeding Stone
Rarity = uncommon
Crafting Cost = 40000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Jet Pack
Ingredients = 1 Simple Chemical, 1 Spiritual Essence, 1 Chemical Formula, 1 Unearthed Relic
Rarity = uncommon
Crafting Cost = 2500
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Jet Pack
Ingredients = 1 Inert Gas, 1 Alchemical Silver, 1 Scientific Law, 1 Ensorcelled Weapon
Rarity = uncommon
Crafting Cost = 10000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Jet Pack
Ingredients = 1 Hydraulic Piston, 1 Nevermelting Ice, 1 Chaos Theorem, 1 Unquenchable Flame
Rarity = uncommon
Crafting Cost = 40000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Stun Grenades
Ingredients = 1 Brass, 1 Clockwork Winder, 1 Polycarbon, 1 Temporal Sands
Rarity = uncommon
Crafting Cost = 2500
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Stun Grenades
Ingredients = 1 Iron, 1 Demonic Blood Sample, 1 Steel, 1 Blood of the Incarnate
Rarity = uncommon
Crafting Cost = 10000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Stun Grenades
Ingredients = 1 Silver, 1 Demonic Threat Report, 1 Gold, 1 Psionic Threat Report
Rarity = uncommon
Crafting Cost = 40000
Resale Value = 2000
Recipe Level = 10

Name = Temporary Power: Ethereal Shift
Ingredients = 1 Computer Virus, 1 Spell Scroll, 1 Daemon Program, 1 Page from the Malleus Mundi
Rarity = rare
Crafting Cost = 10000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Ethereal Shift
Ingredients = 1 Circuit Board, 1 Spell Ink, 1 Data Drive, 1 Mu Vestment
Rarity = rare
Crafting Cost = 30000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Ethereal Shift
Ingredients = 1 Temporal Analyzer, 1 Spirit Thorn, 1 Temporal Tracer, 1 Hamidon Goo
Rarity = rare
Crafting Cost = 90000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Med Pack
Ingredients = 1 Human Blood Sample, 1 Ancient Artifact, 1 Psionic Ectoplasm, 1 Enriched Plutonium
Rarity = rare
Crafting Cost = 10000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Med Pack
Ingredients = 1 Stabilized Mutant Genome, 1 Ancient Bone, 1 Symbol, 1 Reactive Gas
Rarity = rare
Crafting Cost = 30000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Med Pack
Ingredients = 1 Mathematic Proof, 1 Regenerating Flesh, 1 Destiny, 1 Chronal Skip
Rarity = rare
Crafting Cost = 90000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Backup Radio
Ingredients = 1 Inanimate Carbon Rod, 1 Luck Charm, 1 Mutant Blood Sample, 1 Heads Up Display
Rarity = rare
Crafting Cost = 10000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Backup Radio
Ingredients = 1 Scientific Theory, 1 Rune, 1 Mutant DNA Strand, 1 Military Cybernetic
Rarity = rare
Crafting Cost = 30000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Backup Radio
Ingredients = 1 Ceramic Armor Plate, 1 Fortune, 1 Energy Weapon, 1 Rikti Alloy
Rarity = rare
Crafting Cost = 90000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Resuscitator
Ingredients = 1 Brass, 1 Runebound Armor, 1 Temporal Sands, 1 Lament Box
Rarity = rare
Crafting Cost = 10000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Resuscitator
Ingredients = 1 Iron, 1 Masterwork Weapon, 1 Blood of the Incarnate, 1 Soul Trapped Gem
Rarity = rare
Crafting Cost = 30000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Resuscitator
Ingredients = 1 Silver, 1 Ruby, 1 Psionic Threat Report, 1 Diamond
Rarity = rare
Crafting Cost = 90000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Smoke Flash
Ingredients = 1 Boresight, 1 Luck Charm, 1 Daemon Program, 1 Alien Blood Sample
Rarity = rare
Crafting Cost = 10000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Smoke Flash
Ingredients = 1 Improvised Cybernetic, 1 Rune, 1 Data Drive, 1 Mutating Genome
Rarity = rare
Crafting Cost = 30000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Smoke Flash
Ingredients = 1 Kinetic Weapon, 1 Fortune, 1 Temporal Tracer, 1 Synthetic Intelligence Unit
Rarity = rare
Crafting Cost = 90000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Kinetic Dampener
Ingredients = 1 Computer Virus, 1 Clockwork Winder, 1 Volume of the Obsidian Librum, 1 Plasma Capacitor
Rarity = rare
Crafting Cost = 10000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Kinetic Dampener
Ingredients = 1 Circuit Board, 1 Demonic Blood Sample, 1 Carnival of Shadows Mask, 1 Conspiratorial Evidence
Rarity = rare
Crafting Cost = 30000
Resale Value = 5000
Recipe Level = 10

Name = Temporary Power: Kinetic Dampener
Ingredients = 1 Temporal Analyzer, 1 Demonic Threat Report, 1 Thorn Tree Vine, 1 Photonic Weapon
Rarity = rare
Crafting Cost = 90000
Resale Value = 5000
Recipe Level = 10


Zombie Man

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Re: I17 Open Beta
« Reply #10 on: April 18, 2010, 02:40:50 PM »
Sat down to work on Field Agent Keith Nance this afternoon.

I love what they're doing with the contact interactions, but man are my fingers getting tired.  (And I'm even copy/pasting the text rather than typing it all by hand for once.)

On that note, if anyone gets a moment to do a little research outside our little corner of the web, it might be worth seeing if we can find a good method for handling dialogue trees...

Perhaps for each mission, the possible texts are in the expandable boxes and above the expandable box is the dialog choice the player makes, e.g.,

Tell me more about Ajax, Dean.
   [Expandable box with Dean's response to that dialog.]+


Tell me about tracking down my look-alike, Dean.
   [Expandable box with Dean's response about a lead to the clone.]+

eabrace

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Re: I17 Open Beta
« Reply #11 on: April 19, 2010, 12:08:30 AM »
That might work if we were only dealing with one or two possible levels of branching interaction.  But the devs have given themselves the ability to do much more than that.

For example, looking at the dialogue tree for the interaction with Agent G in Nance's arc:

Code: [Select]
- Contact A
- Response A1
|-Contact A1A
|-Response A1A1
||-Contact A1A1A
||-Response A1A1A1
|||-Contact A1A1A1A
|||-Response A1A1A1A1
||||-Contact A1A1A1A1A
||||-Response A1A1A1A1A1
|||||-Contact A1A1A1A1A1A
|||||-Response A1A1A1A1A1A1
|||-Response A1A1A1A2
||||-Contact A1A1A1A2A
||-Response A1A1A2
|||-Contact A1A1A12
|-Response A1A2
||-Contact A1A2A
-Response A2
|-Contact A2A

Collapsing boxes might handle this very well.  Worth playing around with, I suppose, but it seems like it could get really messy.
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eabrace

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Re: I17 Open Beta
« Reply #12 on: April 19, 2010, 02:06:42 AM »
First pass on Field Agent Keith Nance is finished.  One story arc down, three arcs and two TFs to go.
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Blondeshell

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Re: I17 Open Beta
« Reply #13 on: April 19, 2010, 02:11:41 AM »
And the badge articles are done, pending any details added from the story arcs.

eabrace

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Re: I17 Open Beta
« Reply #14 on: April 19, 2010, 02:17:25 AM »
Awesome.  Good work!   :)
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