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Hot Fix - September 23Rd, 2014


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#1 InnerSphereNews

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Posted 23 September 2014 - 12:26 PM

Greetings MechWarriors,

We've just completed our patch and have discovered an issue with some new error logs greatly slowing down the system.
This would cause the normal operations within Mechlab to be extremely slow and causing false impressions that the changes were not saving.
We are working to fix this issue with a hot-fix beginning at approximately 3:30PM PDT / 6:30PM EDT / 10:30PM UTC.
The hot-fix should take approximately an hour to deploy and smoke test.

We apologize for this issue, which was not detectable on our internal tests. In the meantime, players are still able to join in matches and participate in the game. We can only advise that players wishing to modify their load-outs only click once to save their loadout and wait for the the server to accept and refresh their Mechlab. Repeated clicking on the Save button will likely trigger an error, until we can get this issue hot-fixed in the coming hours.


#2 Appogee

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Posted 23 September 2014 - 12:29 PM

I forgive you. Thousands won't, but I do.

Thanks for getting onto the bug-fixing pronto.

Incidentally, there's also a bug with Victor which leads it to have worse turning agility than at Atlas, even though Victors have 20 tons less armor/loadout. While you've got the hood up, be a good chap and sort out that Victor bug too, would you?

Good man. There's a generous tip in this for you at the end when you're done.

Edited by Appogee, 23 September 2014 - 12:35 PM.


#3 Pyrrho

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Posted 23 September 2014 - 12:31 PM

Unfortunately, it seems to be the general trend among technology users that when something is slow to respond, the best thing to do is smash the button for that thing repeatedly.

Source: elevator and cross-walk buttons.

#4 C E Dwyer

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Posted 23 September 2014 - 12:33 PM

Also getting error, pure function call, while trying to save in the Mechlab

#5 Alaskan Nobody

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Posted 23 September 2014 - 12:34 PM

View PostAppogee, on 23 September 2014 - 12:29 PM, said:

I forgive you.

Thousands won't, but I do.

Thanks for getting onto the bug-fixing pronto, too.

Adding mine to that.

Thought it was acting odd as I was playing with my new toys.

#6 Appogee

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Posted 23 September 2014 - 12:37 PM

View PostPyrrho, on 23 September 2014 - 12:31 PM, said:

Unfortunately, it seems to be the general trend among technology users that when something is slow to respond, the best thing to do is smash the button for that thing repeatedly. Source: elevator and cross-walk buttons.

Yeah, but mashing buttons works for those ;)

View PostCathy, on 23 September 2014 - 12:33 PM, said:

Also getting error, pure function call, while trying to save in the Mechlab

What, you'd prefer a polluted function call...?

Edited by Appogee, 23 September 2014 - 12:38 PM.


#7 Bilbo

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Posted 23 September 2014 - 12:38 PM

View PostAppogee, on 23 September 2014 - 12:36 PM, said:

Yeah, but mashing buttons works for those ;)

Eventually... ;)

#8 Ren Kurogane

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Posted 23 September 2014 - 12:52 PM

oh...it was a bug? i laughed when i saw my griffin had clan-srm and -lrm ammo :lol: thought you put mix-tech feature in today's patch :P

#9 LT. HARDCASE

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Posted 23 September 2014 - 01:05 PM

Saving seems so much faster. If that's because of the bug, you can leave it.

#10 Thermal Scorpion

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Posted 23 September 2014 - 01:06 PM

Be careful if you're changing loadouts on your mechs. I just noticed that when I hit save it didn't work, hit save again and it stripped my mech but it charged me twice for the cost of the loadout. It does seem to have put the stripped equipment in my inventory when I exited the mech and tried to reconfigure it but, it didn't show unless I actually left the mechlab and went back in.

#11 Opus

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Posted 23 September 2014 - 01:08 PM

Sigh, and I just agreed to your freaking terms too......

#12 Thrudvangar

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Posted 23 September 2014 - 01:10 PM

..... and the ******* trial mechs still shows up in every weightclass tab....

#13 Appogee

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Posted 23 September 2014 - 01:17 PM

View PostThrudvangar, on 23 September 2014 - 01:10 PM, said:

..... and the ******* trial mechs still shows up in every weightclass tab....

They just want to be loved.

#14 DONTOR

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Posted 23 September 2014 - 01:34 PM

View PostAppogee, on 23 September 2014 - 12:29 PM, said:

I forgive you. Thousands won't, but I do.

Thanks for getting onto the bug-fixing pronto.

Incidentally, there's also a bug with Victor which leads it to have worse turning agility than at Atlas, even though Victors have 20 tons less armor/loadout. While you've got the hood up, be a good chap and sort out that Victor bug too, would you?

Good man. There's a generous tip in this for you at the end when you're done.

Ya that Victor bug is really nasty, wish something could be done about it... Also I predict TBRs might get bugged pretty soon aswell ;)

#15 Nikolas Yun

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Posted 23 September 2014 - 01:43 PM

I JUST WANT MY MDD :rolleyes:

#16 Pyrrho

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Posted 23 September 2014 - 01:53 PM

View PostThrudvangar, on 23 September 2014 - 01:10 PM, said:

..... and the ******* trial mechs still shows up in every weightclass tab....


But at least it doesn't disappear when you buy a 'mech any more!

#17 Revis Volek

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Posted 23 September 2014 - 03:36 PM

View PostDONTOR, on 23 September 2014 - 01:34 PM, said:

Ya that Victor bug is really nasty, wish something could be done about it... Also I predict TBRs might get bugged pretty soon aswell ;)



So yes? I can has "un-bugged" VTR? Please?

#18 Myke Pantera

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Posted 23 September 2014 - 11:14 PM

Good to know, thanks for the heads-up!

#19 Willothius

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Posted 24 September 2014 - 04:19 AM

Bug Fixes: "Tightened up collision hulls for River City and Terra Therma."

No room for Patch Notes Feedback, so I'll put this here, JUST so I can say F#CK YEAH MAN!
So no more shooting invisible walls in the volcano? If this turns out to be 'yes', then please do the middle area of HPG (on top!) and the entire Tourmaline.. This should be great.

#20 totgeboren

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Posted 24 September 2014 - 05:48 AM

View PostWillothius, on 24 September 2014 - 04:19 AM, said:

Bug Fixes: "Tightened up collision hulls for River City and Terra Therma."

No room for Patch Notes Feedback, so I'll put this here, JUST so I can say F#CK YEAH MAN!
So no more shooting invisible walls in the volcano? If this turns out to be 'yes', then please do the middle area of HPG (on top!) and the entire Tourmaline.. This should be great.


Yeah, this is something I would like to see too. The pillars on top of HGP are sometimes something like 50% bigger for shooting than what they are for visuals.

On Tourmaline I have found a TAG to be pretty useful in seeing where invisible stuff is. Pretty useful for knowing what to hide behind with my LRM-boat. I can see them, they can see me, but my TAG stops in mid air, meaning their lasers also stop in mid air right in front of me! Invisible shield makes me happy, but it doesn't feel like it's working as intended.





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