CoX: New little QoL bits

With I16 came some new items that either weren’t in the patch notes, or that people didn’t notice. But this forum thread did.

  1. Status icons show up when “chance of” enhancements fire off.
  2. Broken fire hydrants make noise.
  3. Your level shows up in the HP bar.
  4. “More freedom of movement of the ragdoll physics on the human skeleton’s arms and legs.”
  5. “Some hostages now animate differently while captured, Vahz zombies now do the Frankenstein shuffle and mobs carrying orange body bags now toss them on the floor [more consistently] before attacking.”
  6. No influence cost for difficulty changes (yay!)
  7. Midnighter doors now have the map name above them. [This has been around for a bit, but it’s still nice.]
  8. “When you enter the main building in Grandville, the statues of the four patrons now have their symbols on them (the ones that appear when you use their patron powers).”
  9. Improved NPC street dialog.
  10. “If you choose to have your Stacked Buffs display Numerically (like I do), the number now uses a larger, easier to see, easier to read font.”
  11. “Spectral Knights now disappear on defeat, like Spectral Demons, rather than having the suit of armor hanging in space with their arms up in a screaming action.”
  12. Corrected teleport animations.
  13. Whatever costume slot you are in when you logout, that’s what shows up on the character selection screen next time. [Previously noted here.]
  14. “Arctic Air (controller/dominator) now shows the purple dot effect on confused enemies. Very nice to know who’s on your side and who isn’t.”
  15. “The Taunt for Dark Melee on Tanks now makes a Taunt sound. Also noticed while playing my Shield/Axe Tank that the Taunt sound is different and if you are holding both your shield and axe when taunting they make a metal on metal clanging sound.” “Mace and shield does the same thing, the character points their mace at the enemy then bangs it upon their shield.”

And a prospective change:

A user posted that two devs they chatted with at PAX a couple of weeks ago confirmed that there will be an enhancement that when you’re down to 10% of enemies left in a map, or 10% of required glowies are left, they’ll show up on your map. That will be SO good for kill-all missions, and those redside “plant the bomb” missions. The devs didn’t say when that will go live, only that it’s in the works.

Woot!

2 thoughts on “CoX: New little QoL bits”

  1. I know it’s just a silly little thing, but I like seeing my level in the middle of the little bubbles to next level circle.

    I’ve noticed that my Sands of Mu only makes noise for the last hit… I kind of miss that distinctive sound..

  2. I love seeing what level I am. This was WAAAAAAAY overdue from CoX (such that I’m certain it was a “We will never do this because it violates my vision of the game” sort of thing that no longer applies”).

    On SoM — really? I loved the wacketa-wacketa — though it was frustrating as hell on a miss.

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