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Michiyo last won the day on September 13

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  1. An autumn's October greetings to all you do-gooders or evil-doers out there! It's that time of year again! ...what time you might ask? Spooky time! Oh yes! It's almost time for the Victory's Halloween Event 2023! October 1st - November 1st So, what new things does this year's Halloween event bring? I'm glad you asked! Each year, the fallen fae of the Unseelie Court attempt to invade our world by opening rifts when the spirit realm and the mortal realm are at their closest during the spooky Halloween season. Fortunately for us, they have been thwarted every year by the valiant efforts of Heroes and Villains who stop these spooky beings in their tracks! However, this year they've decided they will need to bolster their ranks if their attempts at world scaring are to succeed. The Unseelie Court's Hollow Reapers have devised a method to bring new levels of frightening to our world! These reapers have used their spectral scythes to widen the rifts, allowing even more powerful creatures of the night to invade when somebody is tricked whilst Trick-or-Treating! This can't be good... What does this mean for our brave Heroes and sinister Villains? What's New in Halloween Event 2023? New Trick-or-Treating Enemies! Five new Elite Boss enemies that can now spawn while Trick-or-Treating above Level 25! Ancient Vampires Spectral Werewolves Arisen Mummies Crone Matriarchs Hollow Reapers These spooky new Elite Bosses will reward five-fold experience and influence for each one defeated! Have any alts that still need some levels? Haven't tried out Symphony Control? Want to build a character for Advanced Difficulty modes? This would be a great opportunity to find some time to go Trick-or-Treating! Each of these new Elite Boss mobs also count for the older defeat badges. Spectral Werewolves count as both werewolf and ghost defeats. These new mobs spawn at a lower rate than other Trick-or-Treat enemies and were designed to be tough. For the best results, try Trick-or-Treating with a group! Looking for an efficient Trick-or-Treating spot? Might I recommend the motel near the hospital in Peregrine Island? Ouch! Best be careful, these spooky Elite Bosses are looking for unsuspecting victims to scare! New Halloween Event Badges! + Aether Rewards?! Five new badges for defeating each of the new Trick-or-Treat Elite Boss types: Vampiric Heritage - Defeat 5 Ancient Vampires from the Halloween Event to earn this badge. Spectral Anomaly - Defeat 5 Spectral Werewolves from the Halloween Event to earn this badge. Mummy's Curse - Defeat 5 Arisen Mummies from the Halloween Event to earn this badge. Unholy Cabal - Defeat 5 Crone Matriarchs from the Halloween Event to earn this badge. Reaper of Souls - Defeat 5 Hollow Reapers from the Halloween Event to earn this badge. Not only that! But each of these new badges also rewards 2 Prismatic Aether Particle salvage as a bonus, for a grand total of 10 possible on each character! Wow! Ten whole Prismatic Aether Particles that you can earn on every character! Costume Goodies! Fancy any of those Halloween costumes and wish you could keep them permanently? If you earn all five of this year's new Halloween event badges, you'll have enough Prismatic Aether currency to purchase one permanent Tier 1 Prestige Costume of your choosing from any of the BenevoLabs vendors found at Vault Reserve locations! Nice! The Halloween Salvage vendors are also offering a new limited-time Fir Bolg Prestige Costume, which will be available for the entirety of the month of October each year! The Fir Bolg prestige costume costs 10 Prismatic Aether Particles + 50 of each Halloween salvage type. All Tier 1 appearances have been added to the Halloween costume temporary power rewards pool, this year should certainly be diverse! The 'Halloween' in the Halloween costume temporary power names has been removed to make them easier to read in the power menu. Other Adjustments The Bored Guy and Bored Gal in the Dr. Kane's House of Horror trial have been given updated looks of their own. Trick-or-Treat Werewolves now throw coffins instead of rocks when using their Hurl power. New to Halloween in City of Heroes? Check out the legacy spooky activities! https://homecoming.wiki/wiki/Halloween_Event Badges, Badges, Badges! There are a ton of event badges to be earned during the Halloween Event each year! Here's a list of all the badges up for grabs! https://homecoming.wiki/wiki/Halloween_Event/Badges Zone Trick-or-Treating! https://homecoming.wiki/wiki/Halloween_Event/Trick_or_Treat Go to any zone appropriate to your level range, click any mission door, and you'll be surprised with either a Treat reward or a Trick spook! Treats will reward a variety of things: Halloween costume temporary powers, these come in many flavors! Collecting many rewards badges! Halloween salvage that can be redeemed for an extra costume slot, a spider vanity pet, and more! Talk to the Halloween salvage vendor appropriate for you: Heroes: Annah in Croatoa Villains: Granny Beldam in Nerva Archipelago Praetorians: Acantha in Imperial City If you are wearing a costume power (Halloween or Prestige) while trick-or-treating, you can receive a Whispered Rumor tip mission that allows earning up to six badges! https://homecoming.wiki/wiki/Mission:Tip_-_Whispered_Rumor Inspirations! Sometimes though, all you get is a rock... Tricks will spawn Halloween enemies! Worry not, as these enemies can be defeated for badges! Zone Giant Monster Hunts! https://homecoming.wiki/wiki/Halloween_Event/Giant_Monsters For the duration of the Halloween Event, you can find the giant monsters, Eochai and Jack-in-Irons, randomly throughout standard zones! The pair are worth an exclusive badge for the first time defeating each, but every time they're defeated grants 6 Reward Merits to everyone who participated! After being defeated, a new Eochai or Jack will respawn somewhere in the same zone shortly afterward, so if you search the zone, they can be defeated many times repeatedly for lots of Reward Merits! Eochai is glad to get out of Croatoa for once! Zombie Apocalypse Zone Invasions! https://homecoming.wiki/wiki/Zombie_Apocalypse Keep an eye on the Zone Event channels! Frequently during the Halloween Event's runtime, zones will be attacked by a Zombie Apocalypse! During this event, waves of zombies will spawn anywhere there are players and can be defeated for badges and experience! Group up somewhere with a lot of allies and mow down zombies for rewards! Don't stand too close to Police Drones though! Deadly Apocalypse Zone Events! https://homecoming.wiki/wiki/Deadly_Apocalypse Keep an eye on the Zone Event channels! If a spooky fog and four banners roll in, it's time for a Deadly Apocalypse! In this event, players must coordinate to defeat enemies simultaneously at all four Banner locations marked on the map. As the Banner's defenders are defeated simultaneously at all four locations, the protection on the Banners will gradually weaken. Remember if there aren't people at all four banners fighting, you won't be able to make any progress! Eventually, the Banners will become vulnerable, and players can destroy each one for a total of four badges! Once all four Banners have been destroyed, a Greater Mystic Aspect giant monster will spawn somewhere in the zone! If defeated they will reward players with another badge and choice of a temporary power! Dr. Kane's House of Horrors Trial! https://homecoming.wiki/wiki/Dr._Kane's_House_of_Horror Grab four allies and queue for the Dr. Kane's House of Horrors Trial from the Looking For Group (LFG) tab on your chat window! Face lots of spooky enemies and earn plenty of badges in this short trial that's only available during the Halloween Event! Tip: Prestige costumes also count for the 'Tricked Out' badge criteria! Atlas Park Zone Makeover! https://homecoming.wiki/wiki/Atlas_Park_Seasonal_Changes#Halloween During the Halloween Event, Atlas Park will get a spooky makeover! Enjoy the change of scenery while it lasts! Eternal Night! For the last two weeks of the Halloween Event, starting on October 22nd, most zones will be covered by an eternal night! If you're interested in hunting for enemies that only spawn at certain times of the day like the ghosts in Croatoa! This is a great chance to get those badges! That's everything for Halloween this year! We hope everyone has a grand & spooky time playing City of Heroes! Thanks Victory Players for being so awesome!
  2. until
    The Rikti Invasion event will be running from Sept 6th to Sept 15th. https://homecoming.wiki/wiki/Rikti_World_Invasion
  3. The Rikti Invasion event will be running from Sept 6th to Sept 15th. https://homecoming.wiki/wiki/Rikti_World_Invasion
  4. Glad you found us! The details are a bit fuzzy, but basically it boils down to this: When the game shut down in 2012, a developer leaked the issue24 client / server source to a player, who then ran a secret private server until 2019, when that server's existence leaked, and they released the source code to the public. I grabbed the source, and set Victory up, we've been up since April 2019.
  5. I split your posts out to their own topic, as the announcement thread isn't really the best place to get help. I would need a screenshot of what you see to really help further, also a screenshot of the error message would be great.
  6. Top menu -> Account Tools -> Game Account Or Forum Home -> Game Tools -> Game Account Or https://cityofheroes.dev/forums/account-tools/gameaccount.html/
  7. Hello All, Today 7/24 There was a hardware issue on the Hyper-V host that hosts Victory, I attempted to move the VM over to a backup machine, but that transfer was unsuccessful. Due to this Victory was down for ~11 hours. At this time the server is back up, and I will be keeping a close eye on the Hyper-V server for any further issues. Sorry for the downtime. Thank you.
  8. Click System, then Verify, usually this means something interrupted the download of the game files.
  9. Close and relaunch the launcher, then click System, then Verify and see if it finishes the download.
  10. If the files get instantly deleted, then the issue is likely anti virus. Nothing else I can think of would cause everything to be deleted.
  11. Critters The Council Supersoldier has broadened the utility of his rage and may throw heavy objects at flying supers. The Council Supersoldier and Little League have had their power toolkit updated to work FOR them instead of against them. Little League also has unlocked his Line Drive, a ranged baseball throw for pesky flying supers. Vulcannon has had slight adjustments to her power toolkit. Warrior Quantums extend their ranks to 54. Tsoo have a minor cadre of goons added to the 35-44 range. Storyarcs John Houston Slight dialog adjustments to the Brigadier General in Mission 2. A missing waypoint to talk to Old Toby has been added after you free him. Protestors scatter when engaging Hero Corps during the riots. The City Representative has lost her Contact Ring. The City Representative laments when Hero Corps fails to protect her. Warriors during the hostage cutscene with Alexander should not automatically aggro during the cinematic. Some missing Tsoo and Warrior spawns have been corrected in the riots. Dr. Stribbling Fixed alignment rewards not looking for the Mission Complete to award. Fixed some dialog tree issues. Badges Fixed the placement of River Rat badge visit locations that were too high. Powers & Enhancements Fix issue with Exploit Weakness Damage/Range not being accepted by the auction house. Miscellaneous Fixed an error in Pavel Garnier's name. Minor geometry fix to improve lighting on base helper water. Fixed a geometry hole in Praetorian Tunnels.
  12. System -> verify in the launcher see if it downloads more stuff
  13. Powers Fixed Water Jet (quick) to use PvP Damage Modifier tables in PvP. Updated Full Auto's power description to accurately reflect the Page 6 changes. Fixed Flamethrower's endurance cost being too high. Fixed MISS floaters and combat log spam being incorrectly delayed on some toggle powers. Costumes Fixed "Auras > Wealthy > Trail - Combat" fx not displaying during combat. Fixed some NPC weapons disappearing after being drawn. Fixed VEATS > Huge > Bane Spider missing left leg. Fixed female sheathed Impervium Ninja Blade impaling the wielder through the chest. Fixed Scepter of Stheno subsequently sticking for a sustained span when un-sheathed. Supergroup Bases Added resized click volume for Supergroup inspiration containers instead of just lowering the originals. Fixed Dimensional Ripple Sky for bases which were using the wrong textures. Tweaked the lighting blend mode of the new SG letters to match the old letters. This change is only applicable to outdoor lighting. System Some client messages now go to a client.log file in addition to the debug console to aid in troubleshooting.
  14. Hello All! I'm editing this post to announce the release of the City Mod Installer! You can grab the application here: https://mods.cityofheroes.dev End users do not need to register on the site to download mods, just download the installer from the link on the page, unzip it somewhere, launch it and point it at your City of Heroes install. (By default it will look in C:\Games\Homecoming, as this is the default location that HC installs to. If you've installed City elsewhere then just select that folder). If it finds an existing "data" folder it will prompt you to rename that folder, otherwise your new mods may not work correctly. Make sure you click Add to Launcher -> Victory Launcher My tool uses a different method than previous tools. Other installers put loose files in the data directory which the client uses to override. Mine uses packaged data files that the client natively reads, but requires a change to your launcher. The "Add to Launcher" option automates that, or you can just add -assetpath assets\mods To your custom launch parameters. Currently the program is not digitally signed, so when you first run it (and after any updates to the program) you will have to allow the application to run if you have Windows Smart Screen enabled, code signing certs are expensive, and are difficult to get approved for, depending on how popular the tool gets I will try to get a code signing cert to stop the annoying dialog when you run it. If you see the below popup when running the CityModInstaller program click the "More Info" link then click "Run Anyway" Currently all of AboveTheChemist's mods are available, as well as my old enhancement standardization pack from live (I still need to update it for HC...). Mod authors will need to sign up for an account on the mod site linked above, where they will then be able to upload their mods to the site. The program has a utility built in to assist in packaging your mod into a .pigg for uploading to the site. The website is VERY early in development, and will be updated ASAP to get full functionality available to creators, but I wanted to get this out into folks hands now.
  15. Patch Notes: Issue 27, Page 6 What's New in Issue 27, Page 6? Marquee Features New Mission Content: John Houston & Dr. Stribbling - Two brand new story arcs! New Power Set! Storm Blast! Powers & Gameplay Adjustments Redraw Revamp - All Weapon Power Sets Various Adjustments, Improvements & Fixes Aether Rewards - Wave 3 Base Item & Costume Part additions! ...and much more! Marquee Features New Mission Content: John Houston New Story Arc: <Noble Intentions> [John Houston] - Rogue, Levels 40-44 John Houston, WSPDR's new star reporter, is following a lead that has taken him all the way to Independence Port where he was supposed to meet up with a source to get hold of some juicy information. Unfortunately, as is so often the case, his source was kidnapped and now he is in desperate need of some morally dubious help. Players will get a chance to influence the politics of Paragon City for years to come while checking in on old friends, and making powerful enemies. It's all in a day's work for the free-wheeling entrepreneurial type. Story Arc Contact: John Houston, Independence Port Located near the Smuggler's Ship icon on the map in Independence Port. /thumbtack -872.5 0.3 -3852.8 will place a map waypoint near John Houston while in Independence Port. The leader of the team must be of the Rogue alignment to take on these missions. New Mission Content: Dr. Stribbling New Story Arc: <Troubled Times> [Dr. Stribbling] - Vigilante, Levels 30-34 Those who toe the line of legality in Paragon City will have the chance to answer the call of Dr. Stribbling, a multidisciplinary scientist better known for his theory than his results. He's run into a bit of a problem: Someone broke into his lab and he does not want information on his experiments to leak to the public. Players who are willing to get their hands a little dirty will find themselves drawn into a web of moral quandaries that will have them wondering, "Did I make the right call?" Story Arc Contact: Dr. Stribbling, Brickstown Located NW of the basketball courts in the Crescent neighborhood of Brickstown. /thumbtack -1143.7 16.0 -1623.5 will place a map waypoint near Dr. Stribbling while in Brickstown. The leader of the team must be of the Vigilante alignment to take on these missions. New Power Set - Storm Blast New primary for Blasters, Corruptors, and Sentinels. New secondary for Defenders. Storm Blast conjures violent weather to attack your foes. The use of your storm attacks will empower your created storm cells. Powers: Gust Ranged, DMG(Smash), Foe -Fly You create a chaotic change in atmospheric pressure, causing a sudden gust of wind to deliver a small amount of Smashing damage and knock foes out of the sky. While in a Storm Cell, targets experience additional Smashing damage over time. Hailstones Ranged, DMG(Cold), Chance for KD You cause the air around the foe to rapidly condense, causing hailstones to crash down, dealing Cold damage. There is a chance that an especially large chunk of hail will form, knocking the target down. While in a Storm Cell, targets are much more likely to get knocked down by large chunks of hail. Jet Stream Ranged Cone, DMG(Smashing), Foe Repel or Knockdown You call forth a cone of rapidly moving air that repels enemies, causing Smashing damage. Enemies who are within a Storm Cell will not be repelled, but instead will be knocked down. Storm Cell Ranged Location AoE, Foe -Recharge, -SPD, Special You conjure a storm in the area that defines the boundaries of your stormy powers. Rain from this power will slightly lower a foe's movement and chance to hit. The use of your Storm Blast attacks may create high winds and lightning within the storm cell, delivering stronger debuffs and causing damage. Additionally, Storm Blast attacks will be enhanced when used against foes victimized by Storm Cell. Intensify Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage and your storm strength. Direct Strike (non-Sentinel) Sniper, DMG(Energy), Foe -End, Special You channel your storm powers into a direct hit, jolting the enemy with a bolt of lightning that deals Energy damage and saps some endurance. If fired outside of combat, it can be interrupted by enemies, but will do bonus damage. If you are engaged in battle, this attack becomes instant-cast. While in a Storm Cell, targets have a chance to be stunned. Lightning Strike (Sentinel only), Ranged, DMG(Energy), Foe -End, Special You channel your storm powers into a lightning strike, jolting the enemy with Energy damage and sapping some endurance. While in a Storm Cell, the target has a chance to be stunned. Chain Lightning Ranged Chain, DMG(Energy), Foe -End Calls a bolt of lightning from the clouds to strike your target, which then chains outward to additional enemies. Creatures unfortunate enough to be struck will be dealt Energy damage and be sapped of some endurance. While in a Storm Cell, the main target of Chain Lightning will experience additional endurance drain over time. Cloudburst Ranged, DoT(Cold), Special Unleashes a cloud that drops a torrent of freezing rain on your target, causing Cold damage. While in a Storm Cell, targets experience Recharge, ToHit, and Movement Speed debuffs. Category Five Ranged (Location AoE), DoT(Energy) Foe Knock Summons a severe storm that begins light, but that grows in power until it becomes a raging engine of destruction. Left on its own, the Category Five storm is capable of delivering moderate damage over time, and as it grows in power, will eventually begin to fling foes through the air. In addition, each use of your Storm Blast powers builds its electrical power, rendering it capable of delivering lightning attacks that deal Energy damage. "Pow! Wind, rain, AND lightning!" Redraw Revamp Summary Weapon powers now play a draw animation the first time you use a weapon after your character is has been in an idle / non-combat animation. With typical mission pacing, this should mean each weapon will only play its draw animation the first time you use it in combat on a mission map, unless you idle somewhere on the map for long enough for your character to return to the idle state. Power Sets Impacted: Beam Rifle Dual Pistols Dual Blades Battle Axe War Mace Broadsword Staff Fighting Arachnos Soldiers Arachnos Widows Archery / Trick Arrow / Tactical Arrow Claws Spines Thorny Assault Plant Manipulation Experimentation > Experimental Injection Assault Rifle Mastermind Pets The /sheathe command has been added - it immediately puts away all weapons. This command forces the draw animation to be played the next time they're used and can be used to intentionally draw weapons for RP or other purposes. Powers & Gameplay Adjustments Blast Power Set Updates Assault Rifle Slug Cast time lowered from 1.67s to 1.4s. Beanbag Lowered cooldown to 10s. Increased damage to scale 0.98. Added PvP Damage (1.43 scale). Sniper Rifle (Quick) Cast time lowered from 1.67s to 1.17s. Ignite Incinerator replaced with Ignite for Sentinels Lowered cooldown to 14s. Now does DoT over 5.5 seconds to a single target, for a total of 3.146 scale damage. Partially front-loaded. If target is on the ground, Ignite leaves a fire patch at the target's feet. Other foes standing on the patch take fire damage and will try to flee. Can target flying enemies. Flamethrower DoT now is applied over 4.7s, down from 7.1s (same damage). Full Auto Arc increased from 20 to 90 degrees. Dark Blast Gloom Cast time reduced from 1.67s to 1.1s. (Blasters only). Abyssal Gaze Cooldown lowered from 20s to 11s. Damage increased from scale 0.472 to scale 0.707. Hold Duration reduced from scale 8 to scale 4.4. Dual Pistols Suppressive Fire Cast time reduced from 1.67s to 1.5s. Recharge reduced from 20s to 8s for non-standard ammo. Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale. Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale. Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale. Standard: No change from Live. Still 20s cooldown. Piercing Rounds Resistance debuff now is applied while using any round type, stacking changed to replace. Duration of debuff increased to 15s. A ring icon now pops up to indicate the last use of Piercing Rounds was over 13s ago. This QoL change helps optimize reapplications of the debuff on a single target. Fire Blast (Blaster and Sentinels only) Fire Blast Cast time lowered from 1.67s to 1.2s to match Defender/Corruptor version. Psychic Blast Will Domination (Blaster Only) Renamed to Dominate Will. Recharge lowered from 20s to 4s. Cast time lowered from 1.1 seconds to 1 second. Damage lowered from 1.24 scale to 1.0 scale. Sleep duration reduced to scale 8. Moved to T1. Will Domination (Defender/Corruptor) Recharge lowered from 14s to 10s (Damage unchanged). Moved from T6 to T5. Psionic Lance (Defender/Corruptor) Moved from T3 to T6. Psionic Dart (Blaster Only) Renamed to Psionic Darts. This power is now a 10 target cone (60', 30 degrees). Recharge increased to 12s. Damage lowered from 1.0 scale to 0.8321 scale. Moved to T4 Telekinetic Blast (Defender/Corruptor) Moved from T5 to T3. Mental Blast (Defender/Corruptor) Recharged increased from 4s to 6s. Damage increased from scale 1.0 to scale 1.32. Subdue (Defender/Corruptor) Cast time reduced from 1.67s to 1s. Recharged lowered from 6s to 4s. Damage reduced from scale 1.32 to scale 1.0. Psychic Scream (Defender/Corruptor/Sentinel) Cast time lowered from 2.67s to 1.87s. Psionic Tornado (Blaster/Defender/Corruptor) Cast time lowered from 2.37s to 1.83s. (Applies to Sentinels as well) Radius reduced from 20 feet to 15 feet. Damage increased from scale 0.89 to scale 1.1. Scramble Thoughts (Blaster/Defender/Corruptor) Renamed to Scramble Minds. Now a chain. Cast time lowered from 3s to 2s. Main target will be stunned, additional targets might get hit with a randomized status effect of either Sleep, Immobilize, Placate, Terrorize, or Hold. Damage increased from 0.25 scale to 1.0 scale. Seismic Blast Timing adjustments in Seismic Stress buildup, players should be able to more quickly notice orange rings and decide what power to use next based on this visual information. Water Blast Powers should build up Tidal Force stacks even if they miss. Enhanced Water Jet This power no longer has a lockout window. Tidal Forces Tidal Forces should clear all existing stacks of Tidal Power before applying 3 stacks. Accolades Vanguard MDC The Vanguard MDC can no longer be summoned inside of missions or in Pocket D. This is now mentioned in the accolade's power description. PvP Changes Various AoE powers now use Single-Target damage on the main target only. Fighting/Cross Punch Archery/Explosive Arrow Assault Rifle/M30 Grenade Beam Rifle/Piercing Beam (now uses ST damage on all foes) Dark Blast/Tenebrous Tentacles (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets) Dual Pistols/Bullet Rain Energy Blast/Explosive Blast (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets) Fire Blast/Fire Breath Ice Blast/Frost Breath Psychic Blast/Scramble Minds Radiation Blast/Electron Haze (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets) Seismic Blast/Upthrust Sonic Attack/Howl Storm Blast/Chain Lightning Water Blast/Steam Spray (also, AoE damage was overtuned. Now uses proper AoE damage scale for secondary targets) Power Bug Fixes Mace Mastery/Summon Tarantula (Controller/Dominator): Added ability to slot Slow Sets. Soul Mastery/Summon Widow (Brute/Tanker): Can no longer slot ToHit Debuff Sets. Symphony Control/Impassioned Serenade: Removed Line-of-Sight (LoS) check on the executed confuse power. The power already checked LoS on cast, the double check caused loss of the effect if player or target moved outside of LoS during the delay in execution. Brute/Radiation Melee/Taunt: Now hits 5 targets (was set to 10 before). Scrapper/Fiery Melee/Confront: Scale duration on Taunt effect corrected. Sentinels/Inherent/Vulnerability: Updated description to state the effects of Vulnerability to not stack with other Sentinels. Hero Epic AT/Inherent/Dark Sustenance and Cosmic Balance: Updated description to include Sentinel's contribution. Stone Armor/Brimstone Armor/Brimstone Proc: Fixed bug where the damage proc would not turn off when in Granite Armor. Experimentation/Corrosive Vial: Fixed defense debuff effect applied from pseudopet. Duration now set to 5s. Pools > Speed > Speed Phase: Speed Phase's continuing sound fx radius has been reduced from 80ft to 5ft and will fade away 5s later. Traps > Acid Mortar: Mortar base will now follow the mortar in the event the mortar moves (e.g. exiting a mission door while it is still active, teleport and GM commands to move entities) Radiation Armor > Radiation Therapy: Fixed "Bright" palette erroneously using "Dark" palette Atomic Manipulation > Positron Cell: Fixed "Dark" palette erroneously using "Bright" palette Radiation Melee > Atom Smasher: Fixed "Dark" palette erroneously using "Bright" palette Radiation Melee > Irradiated Ground Pet: Fixed "Dark" palette erroneously using "Bright" palette Radiation Melee > Radiation Siphon: Fixed "Bright" palette erroneously using "Dark" palette Character Customization Improvements Costumes New Costume Parts All: All Categories > Metallic 3 (cleaner version of Metallic 2) Half & Full Helmet Detail(s) > Bot Shield 2 (Glow version) Half & Full Helmet Detail(s) > Bunker Shield 2 (Glow version) Half & Full Helmet Detail(s) > Tek Shield 2 (Glow version) Detail(s) > Blast Goggles 2 (Glow version) Detail 1 > 3-D Glasses (Standard, Low, High) Detail 1 > Sporty 1 (Transparent: Standard, Low, High) Detail 1 > Sporty 1S (Solid: Standard, Low, High) Detail 1 > Sporty 2 (Transparent: Standard, Low, High) Detail 1 > Sporty 2S (Solid: Standard, Low, High) Detail 1 > Shield 1 (Transparent: Standard, Low, High) Detail 1 > Shield 1S (Solid: Standard, Low, High) Auras > Mycelium > Mushrooms Auras > Mycelium > Mushrooms Tintable Auras > Mycelium > Original Min Fx Auras > Mycelium > Tintable Min Fx Auras > Mycelium > Mushrooms - Combat Auras > Mycelium > Mushrooms Tintable - Combat Auras > Mycelium > Original Min Fx - Combat Auras > Mycelium > Tintable Min Fx - Combat Patterns > Chest, Gloves, Hips, Boots > Diamond Cut (by @Marbing) VEAT: "Bane/Crab > Gloves > Custom Alt" VEAT: "Bane/Crab > Gloves > Custom Long Alt" VEAT: "Bane/Crab > Gloves > Custom Short Alt" VEAT: "Bane/Crab > Pants > Custom Alt" VEAT: "Bane/Crab > Boots > Custom Alt" Male, Huge: VEAT: "Bane/Crab > Pants > Custom Armored Alt" (Females will receive these at a later date) Female, Huge: All Categories > Metallic 2 (Female & Huge were missing them) Female, Male: VEAT: "Bane/Crab > Chest > Custom Alt" (Huge does not have the tricep spikes that utilize the swapped secondary color.) Female: Detail 1 > Sweetheart 1 (Transparent: Standard, Low, High) Detail 1 > Sweetheart 1S (Solid: Standard, Low, High) Costume Bug Fixes: All: Fixed "Asymmetric Shoulder Pads > Ascension Armor" 2 missing FX options. Fixed "Full Helmets > Detail 2 > Tech Knight Faceplate" receiving incorrect ambient lighting. Fixed "Lower Body > Boots > Piston" option not loading from saved .costume files. Fixed "Lower Body > Boots > Rocket" option not loading from saved .costume files. Fixed "Lower Body > Boots > Winged" option not loading from saved .costume files. Fixed "Auras > Wealthy > Effect > Trail" aura not loading from saved .costume files. Fixed "Auras > Wealthy > Effect > Trail" aura duplicate of "Body". It should now load properly and only leave behind a trail when moving. Male: Fixed "Male > Sleeveless Jackets > Chest > Tanker" missing costume option. Fixed "Male > Lower Body > Boots > Victorian Steampunk" missing tint option. Female: Fixed "Female > Boots > Stilettos >" resetting to "Roman Sandal" upon entering "Lower Body" after loading a costume with Bio-Organic, Stone or Chiton patterns and masks. Fixed "Female > Lower Body > Bottom > Omega" being reset after loading a costume file. Fixed "Female > Upper Body > Shirts > Student Shirt" bad tangent vectors across the front. Fixed "Female > Upper Body > Robotic Arm" compatibility with chest details when chest slider is set to max. Fixed "Female > Upper Body > Chest Details > Talons" missing costume part names and categories (now known as Etched and Clean). Fixed "Female > Upper Body > Sleeves > Retro" hole with no skin. Alpha sorting re-enabled on "Female > Gunslinger Bow". *Report any obvious flickering and background windowing when out in the world, particularly when NPCs are obscured by the veil or bow's transparent layers. QC Fix: Updated compression quality on base female skin. Fixed "Female > Upper Body > Gloves > Tights Sleek" missing from some asymmetric categories. Fixed "Female > Upper Body > Gloves > Defense" being reset after loading a costume file. Fixed "Female > Lower Body > Bottoms > Defense" being reset after loading a costume file. Fixed "Female > Lower Body > Boots > Defense" being reset after loading a costume file. Huge: Fixed "Huge > Shoulders > Overguard" appearing twice with bulky tops. Fixed "Huge > Upper Body > Chest > Omega" being reset after loading a costume file. Fixed "Huge > Lower Body > Bottom > Omega" being reset after loading a costume file. Fixed "Huge > Lower Body > Boots > Victorian Steampunk" missing tint option. Fixed "Huge > Upper Body > Gloves > Tights Sleek" missing from some asymmetric categories. Fixed "Huge > Upper Body > Gloves > Defense" being reset after loading a costume file. Fixed "Huge > Lower Body > Bottoms > Defense" being reset after loading a costume file. Fixed "Huge > Lower Body > Boots > Defense" being reset after loading a costume file. These changes were supposed to be released previously but mistakenly were not at the time on 2020-12-03: Fixed Huge : "Kitten" & "Panda" left/right alignment in Legacy & Asymmetry mode. Fixed Huge : "Celestial Armor" left shoulder pad in Legacy & Asymmetry mode. Fixed Huge : "Cyborg Shield" left shoulder pad in Asymmetry mode. Custom Weapons: New Custom Weapons Arachnos Mace: 'Scepter of Stheno' option added to custom weapon selection. Mace's eye glow FX are tintable. Broadsword: 'Fang of Stheno' option added to custom weapon selection. Dual Blades: 'Fang of Stheno' option added to custom weapon selection. Staff Fighting: 'Staff of Stheno' option added to custom weapon selection. Staff's eye glow FX are tintable. War Mace: 'Scepter of Stheno' option added to custom weapon selection. Mace's eye glow FX are tintable. Custom Weapons Fixes Arachnos / Assault / Munitions Rifles: Fixed an issue that was causing the DUST, Resistance, and Runesoldier rifles to render upside down. Bows: Fixed an issue with legacy bow model's bowstrings that was causing them to not take transparency properly with certain attacks. Dual Blades: Fixed an issue that was causing the left-handed Vanguard Katana to render backwards on Female/Huge characters when sheathing was enabled. Katana / Ninja Blade: Fixed "Katana > Custom Weapon > Rularuu Blade" left eyeball not animating in combat stance. Various Additions, Enhancements, & Fixes Badges New Badges - 'Unforgettable': Log-in during the month of City of Heroes' 19th anniversary. - 'Pollster': Complete the Hero-alignment ending of the John Houston story arc, 'Noble Intentions'. - 'Underdog': Complete the Rogue-alignment ending of the John Houston story arc, 'Noble Intentions'. - 'Loop Hero': Reach and complete the conclusion of the Dr. Stribbling story arc, 'Troubled Times'. Aether Rewards - Wave 3 Tier 3 Reward Additions New cosmetic effects added to the Tier 3 Aether reward vendor offerings: Effect: Flames Effect: Chill Effect: Earthen Effect: Shocking Effect: Psionic Effect: Photosynthesis These new Wave 3 Tier 3 cosmetic effects cannot be used in PvP, older Tier 3 rewards are unchanged. Tier 4 Reward Expansion Undefined Mode and Undefined Mini Mode now have two additional customization options available: Undefined Silver Undefined Evil Aether Reward Fixes Fixed missing halo aura on Legacy Ruin Mage costume. Fixed a few broken pointers in the meta costume accolade menu. Supergroup Bases New Supergroup Base Themes Open Sky (Passthrough) New Supergroup Base Items Editor Helpers: Collision Wall 8x8 Collision Wall 32x32 Collision Wall 64x64 Collision Wall 16x16 Collision Wall 128x128 Collision Wall 512x512 Collision Wall 1024x1024 Axis Gizmo Axis Gizmo (Z Up) Surface Aligner Axis Aligner Surface Tower Surface Tile 32x32 Surface Tile 64x64 Surface Tile 128x128 Surface Tile 512x512 Surface Tower (Collision) Surface Tile 32x32 (Collision) Surface Tile 64x64 (Collision) Surface Tile 128x128 (Collision) Surface Tile 512x512 (Collision) Fit Gizmo Collision Gizmo Smooth Water Fill Smooth Water Fill (No Sound) Rough Water Fill Rough Water Fill (No Sound) Alphabet: Paragon City Alphabet (Tiny, Small, Medium versions of 68 standard US keyboard characters. No lowercase.) Motiva Sans Bold Alphabet (Tiny, Small, Medium versions of 94 standard US keyboard characters.) Bath & Kitchen: Coffee Mug (Arachnos) Coffee Mug (Paragon) Coffee Mug (Winter) Coffee Mug (Winter Filled) Coffee Mug (Tintable) Coffee Mug (SG Logo 1) Coffee Mug (SG Logo 2) Mug Shelf 1 Mug Shelf 2 Mug Shelf 3 Gigantic Sign Restroom Sign Universal Sign Casino: Cue Ball Lighting: White Bunker Light Slums & Wastes: Junk Burnt Mattress 2 Tech: Praetorian WarWorks (Tintable) Wall Details: Tech Console 1 Arcane Console 1 Skies: Sky: Dimensional Ripple Supergroup Base Item Notes: Collision walls: Construction of a perfect cube corner or seam will still allow a determined player's camera to slip through (as it can and does anywhere else in the game). While this follows teleport rules (teleport check will work as intended), glitches and updates to teleport that may break this behavior are always a possibility and you should never rely on these to protect your base items (that's what item permissions are for) or to prevent determined individuals from viewing behind the "curtain" of your base. They are merely to deter visitors from traveling to off limit areas, such as outside the plot of a vertical building or behind a bank vault desk. Supergroup Base Item Bug Fixes: Fixed incorrect texture on "Short Ceiling Walls" > Industrial" for Supergroup Base themes Fixed FX sticking on "Praetorian Reactor 3" "Rock 7 (Tintable)" is now actually tintable. Iron Gate Frame: Should now be more easily selectable. Roman Sailboat: Should no longer leave behind its FX after moving or deleting the object. Wet Floor Sign: Small and large should now be level with the floor. Renamed "5th Door Bulb" to "Red Bunker Light" QoL: The click volume of inspiration containers was lowered by -2 feet, making it clickable through the floor when turned upside down. "Glass Wall (Tintable)" has had its alpha sorting adjusted once again. *Report any major breakage in existing bases as its use is widespread. As a reminder, alpha sorting between objects is always a compromise. Corrected texture settings for 289 SG emblems. The windowing effect of the alpha should be fixed across those that had the issues, such as "Guns Crossed" or "Bar Code". Fixed a number of typos in item names and descriptions. Emotes New Emotes: Added /e watermelon emote. Added /e arachnosmug emote. Added /e paragonmug emote. Added /e wintermug emote. Emote Bug Fixes: /e drink: Females should no longer slide their legs across the ground when sipping. /e hamburger: Flying while eating hamburgers will now properly cycle instead of constantly chowing down. Tasks Task Adjustments & Fixes Doc Buzzsaw - "The Freakish Lab of Dr. Vahzilok": Arc split into two parts: Arc 1 - Up to Lab Arc 2 - Post-Lab to Prison Stasis Tubes behave properly, not trapping subjects within. Dr. Vahzilok's desk protected from bees and other mean things in the lab. Souvenirs split across arcs as well. Dr. Aeon - "Dr. Aeon's Strike Force": Adjustments to prevent some reported exploits. Adjusted the Cap Au Diable Aeon Portal's dimensional crystal to be pulsing blue. Mission 5: The Vanguard leadership now require Apex to be defeated in order to spawn. Added waypoints on the minimap for the third ripple in Mission 5 to help the Portal Corp section be more navigable. Mission 7: The Gold Bricker blockade lines for the first objective now scale with team size on default difficulty, instead of always spawning at maximum size. Adjusted the D-Rifter's dimensional crystal to be pulsing blue. Imperious - Advanced Difficulty: "Imperious Task Force": Mission 4: Fixed Chamber of the Emperor name pop-up and music not triggering properly when entering the finale room. Ms. Liberty - "Ms. Liberty's Task Force": Mission 1: Arbiter Sands now drinks his cutscene coffee from an Arachnos mug instead of a generic white cup. Leonard - "Good Villains Never Die": Rampager has been restored to his rampagey nature and once again cons hostile. He can't help himself! Mayhem Missions: Arson completes in Mayhem Missions now give everyone in the group badge credit upon completion. Spring Fling 2006 Event: Scratch/Ganymede: These two contacts will no longer introduce any other contacts, including DJ Zero, who is now unlocked automatically by earning the required Handsome/Beautiful badge from completing the final mission of both contacts. DJ Zero: If a player owns the Handsome/Beautiful badge for completing both Scratch & Ganymede's final missions, DJ Zero will now automatically be unlocked and added to the player's contact bar with a pop-up, no longer requiring an introduction from anybody else, and no longer potentially locking players out who qualified but didn't talk to Scratch or Ganymede before the Spring Fling event ended. LFG / Weekly Strike Target: The tool-tip info for the Weekly Strike Target in the LFG tab now mentions the Prismatic Aether currency reward for 50's who complete the Weekly Strike Target, as well as the amount being 1-2 depending on the length of the content you chose and completed for that week. Adjusted LFG tab's summary to proper mention that Dr. Quaterfield is now 40-45 instead of 40-44. NPC Enemies & Factions Enemy Adjustments Cimeroran Traitors: Added a couple spoken dialog lines to some attacks used by Romulus in the Advanced Difficulty Imperious Task Force: Nictus Romulus Augustus' Barrier Nova Summon Nictus Romulus Augustus' Shadow Slip Nictus Romulus Augustus' Void Judgement Emperor Romulus Augustus' Greater Lore Summon Freedom Phalanx: Manticore has been given a quiver and now holsters his bow on his back when not in-use. Gold Brickers: Added a couple spoken dialog lines to some attacks used by Gold Brickers: Golden Brickernaut's Self Destruction Princess Zoe's Burning Shatter Princess Zoe's Absolute-Zero Cannon The Family: Fixed an incorrect weapon bit that was causing certain Tommy Gun attacks to not display the weapon model. Freaklok: Adjusted the boss-class Eidolons to not have an eternal menu of powers to choose from: Females have Luminous powers, not Mire and Murk Males have Murk powers, not Mire or Luminous. Praetorians: Chimera has been given a quiver and now holsters his bow on this back when not in-use. Chimera now uses a Ninja Blade which is more appropriate thematically, which sheathes to his back when not in-use. Tsoo: Added four new generic Tsoo bosses to the level 35-54 range. Fixed weapon bit issue that was causing Ninja Blades to not display on a number of Tsoo enemies. Vanguard: Added a couple spoken dialog lines to some attacks used by Vanguard heroes: Incandescent's Lambent Flame Hero 1's Cry of Despair Hero 1's Rune of Protection Enemy Fixes Certain enemy AnimList behaviors that utilized custom rifles have been fixed those set custom rifles should now display during the animations when set with those specific AnimList behaviors. Arachnos: Fixed a definition typo that was preventing certain non-combat models from appearing in specific Arachnos spawndefs. Cimeroran Traitors: Fixed a bug that was causing the Emperor Romulus Augustus' Crushing Gravity -Fly to apply to himself rather than his opponents in the finale room on Advanced Difficulty. The Destroyers: Fixed an issue that was causing Crusher enemies' Overhead Slam attacks to not render their bat weapon. Fir Bolg: The infinitely summoned enemies created by Eochai (both Croatoa and Halloween versions) no longer drop rewards, matching the standard for all infinitely summoned enemies. Gold Brickers: Removed unintentionally duplicated hold proc on the Bombardier's Ripple Resonator power. Fixed an attribute error that was causing King Midas's damage siphoning Ripple Kinetic Melee attacks to not trigger and calculate properly. Players should now notice him properly stealing 7.5% +DMG buff on himself per hit he lands and inflicting a 7.5% -DMG debuff on the hit players for 10 seconds. Longbow: Longbow enemies who were using the base Assault Rifle model should no longer see their weapon go missing during combat. Praetorians: Shadow Hunter has been talked out of committing seppuku due to his dishonor at failing Tyrant and he now handles his weapon properly again, sheathing it to his back when not in-use instead of inside of his ribcage. Fixed an issue that would cause Chimera's sword to not render if he drew his bow too recently. Fixed a texture error on the legacy Chimera enemies' back katanas. Praetorian Resistance: Fixed an issue that was causing the Heavy Barrel enemies to not animate their cannon attacks properly. Tuatha de Dannan: Fixed a typo with the enemy group's name incorrectly displaying as 'Tuatha de Dannon' in various instances. Vanguard: Fixed a scaling issue with Hero 1's class that was causing his Rune of Protection to grant more resistance than was intended. Zones Zone Adjustments Croatoa: All enemy mobs who spawn with the GMs Eochai and Jack In Irons (normal spawns and Vale War), are now set to ignore combat mods, making them level-less and easier to identify which mobs must be defeated to progress or clear these events. Eochai and Jack In Iron's solo spawn events now have a Zone Event message that will broadcast when they spawn by themselves. Striga Island: Vigilantes & Rogues are now able to access the Striga Isle hazard zone via the Smuggler's Submarine network. Zone Fixes Cimerora: Fixed a missing geometry tile on the beach near Castellum Quarter. Echo Plaza, SE2012 Arena Coliseum: Lots of geometry and texture fixes to the Summer Event 2012 coliseum and Echo Plaza coliseum models. Imperial City: Properly found and removed the correct invisible power suppression mooks from the Imperial City Trade House. All alignments should now be able to activate powers while inside the building. St. Martial: Added custom geometry and restored the ghost of "Dead Man's Tree" in St. Martial. (Visuals may change in the future, also still based on /visscale 1.0 for the time being) Mission Maps: Spawnpoint issue fixed with map P_Tech_45_Layout_07_01 which was causing a Praetorian mission from Warrant's "Guns and Money" story arc to not be able to spawn all objectives and become soft-locked. World Geometry: Corrected positions of all ceiling mounted exit signs. QC Fix on vet_techconsole_01 QC Fix on arcconsole_01 QC Fix on _P_CBlock_IMP_L_07_LOD (Missing Neutropolis and Imperial City LOD) QC Fix on _OT_shotgun_roof_01_LOD01 (Missing Neutropolis LOD) QC Fix on GEO_Hair_Mimee_01 (zero tangent/normals) Miscellaneous Candy Cane Vendor: Fixed a display issue that was causing the Snow Beast costume in the Candy Cane vendor's shop to show the Fir Bolg costume text. Graphics: Added a hint for AMD & NVIDIA drivers to prefer the high-performance GPU on systems that have multiple GPUs. Architect Entertainment: Fixed an issue where cosmic background radiation flux could disrupt the appearance of Architect Contact Holograms. Sound System: Added /loudstacking slash command to optionally enable old eardrum-busting sound stacking.
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