Jump to content
City of Heroes: Victory

Michiyo

Administrators
  • Posts

    178
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by Michiyo

  1. The Halloween Atlas Park swap has been disabled due to an issue with Mission / Contact markers not working. The Halloween event is still going, and you can still ToT as usual. Fix for this is in the works.
  2. 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 2022! ? October 2nd - November 1st I spy some familiar and not-so-familiar faces... 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 2022? ? 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! ?
  3. Are you using our launcher, or Tequila / some other launcher? I've only seen that error from other launchers. The usual cause for this is the highlighted text field in the attached screenshot, clear out anything in there Though the recommendation is to use our launcher:
  4. Bug Fixes Fixed an issue that prevented the Lost AV from spawning in Death From Below. Emote channel text is once again italicized in the chat window. Name checking during character creation now properly shows names from recently deleted characters as "available". Fixed a longstanding memory corruption bug in the chat system that dates back to the retail days. Thanks to the ITF run last night who simul-crashed from the new more advanced sanity checks to catch these, and submitted crash reports! Fixed a mapserver crash that could be triggered by a specific combination of costume parts and supergroup settings.
  5. Server has been unlocked. I had to deploy and test a hotfix for the Page 4 patch yesterday. Enjoy!
  6. The server is locked for maintenance at the moment. I'll be unlocking it in a moment.
  7. Patch Notes: Issue 27, Page 4 Known issues are listed in purple. What's New in Issue 27, Page 4? Marquee Features New Incarnate Mission Content: Sister Valeria New Powersets - Symphony Control, Sonic Assault Name Release Policy - Phase 1: Warnings New Advanced Difficulty - Imperious Task Force Advanced Difficulty Improvements & New Reward Currency Permanent NPC Costume Power Rewards Powers & Gameplay Adjustments Enemy Aggro Revamp Attack Typing Adjustments New Tech: Power Toggle Suspension Temporal Warriors, Instant Level 50 PvP Characters Character Customization Improvements Sheathed Weapons System Custom Weapons Expansion Costume Part Proliferation & Fixes Arachnos Widow Costume Update Parkour and Blitz Movement Stances Walk Animation Customization Various Additions & Enhancements New Badges Cimerora Tour Guides Proliferated Emotes New Roleplaying & System Commands New AE Mission Maps, NPCs, Custom Enemy Powersets, and new Advanced Enemy Customization Fort Trident & The Crucible Revamp Roleplaying Pub(V) and Luau(H) Area Additions ...and much more! Marquee Features Incarnate Mission Content: Sister Valeria New Story Arc: Dark Tidings and Glory [Sister Valeria] (Cooperative, Level 50+) Sister Valeria, a warrior of Bellona, has been assigned to Phoebas Point by Imperious' command, to protect Sister Solaris from kidnappings and subterfuge. While there, she has taken it upon herself to make it as a discrete place to discuss the continued plague of the Romulan Traitors, knowing full well that Marcus Valerius is soon to depart with the Idol of Mot to the Abyss. She will offer players the opportunity to make a grand gesture on behalf of the Cimeroran people, striking at the heart of the Dark Ones that still haunt the land and the people's dreams, despite Imperious' best efforts to eradicate them. Players will unravel a tangled web of time-travel treachery and clean up loose ends as the omnipresent threat of the Nictus continues to fester even after Romulus and Requiem failed in their plot to take over the ancient land. Meet new foes, new signature enemies, and witness the grandiose nature of a true Shadow Cyst, which has never been seen before! Stop the Nictus from up-ending the timeline with purloined knowledge! Story Arc Contact: Sister Valeria, Phoebas Point, Cimerora Located on the upper area of Phoebas Point by the door that leads to the lower area. /thumbtack 938.4 203.1 5125.6 will place a map waypoint on her while in Cimerora. This is Incarnate content and players will have access to all their Incarnate Shifts while on these missions. This content contains the Incarnate Cimeroran Traitors required for the 'Legate' badge. Sister Valeria is in need of strong warriors, those with the will to save this land! Repeatable Cimerora Incarnate Missions Alexandra Sideris Located behind Sister Valeria on Phoebas Point. /thumbtack 927.3 203.1 5136.9 will place a map waypoint on her while in Cimerora. Unlocked by completing the first mission in Sister Valeria's story arc. Offers infinitely repeatable missions featuring the Incarnate Cimeroran Traitor enemies. This is Incarnate content and players will have access to all their Incarnate Shifts while on these missions. Additional missions have been added, which unlock once you've completed Valeria's arc. These repeatable tasks show up in the rotation and feature the Ravenna Conclave. New Powersets Symphony Control New primary for Controllers and Dominators. Use the power of music to captivate and control the spirits of your enemies! Most of your symphonic abilities influence the mind of your enemies, causing psionic damage. Powers: Melodic Binding Ranged, Light DMG(Psionic), Immobilize, -Speed Hymn of Dissonance Ranged, Light DMG(Psionic), Hold, -Recharge Aria of Stasis Ranged (Cone), Minor DMG(Psionic), Immobilize, -Speed Impassioned Serenade Ranged, Minor DMG(Psionic), Confuse Dreadful Discord Ranged (Cone), Minor DMG(Psionic), Fear Enfeebling Lullaby Ranged (Cone), Moderate DMG(Psionic), Sleep Confounding Chant Ranged (Cone), Superior DoT (Psionic), Foe Disorient Chords of Despair Targeted AoE, Hold Reverberant Reverberant Pet Summon Sonic Assault [Focused Feedback: Sonic Assault] New secondary for Dominators. Sonic Assault lets you use the power of sound waves to damage and weaken your foes. Powers: Shriek Ranged, Light DMG(Smash/Energy), Foe -Res Strident Echo Melee, High DMG(Smash/Energy), chance for Hold Scream Ranged, Moderate DMG(Smash/Energy), Foe -Res Shockwave Ranged(Cone), Light DMG(Smash/Energy), Knockback Bass Boost Self +DMG, +Special Deafening Wave Melee(AoE), Light DMG(Smash/Energy), chance for Hold Disruption Aura Toggle: Foe -Res Shout Ranged, Superior DMG(Smash/Energy), Foe -Res Earsplitter Melee, Extreme DMG(Smash/Energy), chance for Hold Name Release - Phase 1: Warning Mode The name release policy as (linked) described some time ago has been implemented and will begin to phase in starting with Page 4. Level 1-5 characters will be flagged as inactive if they have not been played in the last 30 days. Level 6-49 characters will be flagged as inactive if they have not been played in the last 365 days. Level 50 characters will never be flagged as inactive. You can remove the inactive flag on a character at any time simply by logging them in. As it has been some time since the policy was first announced, in order to ensure that players have sufficient time to act on protecting names they actively intend to use, the system will go live in Page 4 in Warning Mode Only. This inactivity flag will be displayed in the character list to identify which characters have names that would be at risk, but while the system is in warning mode, no characters will be renamed, and no names can be lost. The character list displays a yellow "pre-warning" icon to give advance notice before the inactivity period expires. Level 1-5 characters start warning 7 days prior, while level 6-49 characters start warning 30 days prior. At a later date to be announced, the system will be fully activated. After that point, players will be able to create new characters using any of the inactive names, which results in the inactive character being renamed. New Advanced Difficulty - Imperious Task Force Advanced Difficulty mode has been added to the Imperious Task Force, accessed from the Challenge Settings window before starting the content. Playing on Advanced Difficulty adds new elements to the content that make it more challenging but also provides an opportunity to earn greatly increased and unique rewards! Advanced Difficulty includes a brand new boss fight and badge for defeating them! Something seems different, but I'm sure it'll be fine... Like the Dr. Aeon's Strike Force that introduced the Advanced Difficulty system, this new mode comes in four higher difficulty level options above default: Those difficulty names sure seem familiar! Who remembers when mission difficulty was set with Notoriety levels? The setting specifics listed below also apply to the Aeon Strike Force, and should be referred to as the most up-to-date advance difficulty mode information: Heroic/Villainous (Default) Normal difficulty, this is what the option is set to by default, and doesn’t change the content in any manner. Tenacious/Malicious (☆) This content is balanced around everyone on the team having Tier 1 incarnate powers. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. Access to exclusive challenge encounters and mechanics not found in the default difficulty. Arch-villain/Giant Monster have Incarnate base hit chance (63.75%). Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers). No additional enemy stats or defeat rewards. Players are unable to use non-revive Super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 15 Reward Merits. Rugged/Vicious (☆☆) This content is balanced around everyone on the team having Tier 2 incarnate powers. The minimum mission difficulty is locked at +2 and the team size at x8. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. Boss class enemies and above have inherent magnitude 10 Confuse protection. Access to exclusive challenge encounters and mechanics not found in the default difficulty. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius. Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%). Arch-villain/Giant Monster ranked enemies will reward 3 Reward Merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 6 Reward Merits per defeat. All enemies reward 20% more experience/influence. Players are unable to use non-revive Large/Super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 30 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations. Unyielding/Ruthless (☆☆☆) This content is balanced around everyone on the team having Tier 3 incarnate powers. The minimum mission difficulty is locked at +3 and the team size at x8. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. Lieutenant class enemies and above have inherent magnitude 10 Confuse protection. Elite Bosses have magnitude 10 Knockdown protection. Access to exclusive challenge encounters and mechanics not found in the default difficulty. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%). Arch-villain/Giant Monster ranked enemies will reward 6 Reward Merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 9 Reward Merits per defeat. All enemies reward 30% more experience/influence. Players are unable to use Temporary Powers or non-revive Medium/Large/Super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 45 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations. Invincible/Relentless (☆☆☆☆) This content is balanced around everyone on the team having Tier 4 incarnate powers. The mission difficulty is locked at +4 and the team size at x8. Enemies have access to additional/improved powers. Certain enemy groups can sometimes have Elite Bosses/Bosses spawn in place of Bosses/Lieutenants in regular enemy spawns. All enemy classes have inherent magnitude 10 Confuse protection. Bosses and Elite Bosses have magnitude 10 Knockdown protection. Access to exclusive challenge encounters and mechanics not found in the default difficulty. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain/Giant Monster ranked enemies have Incarnate base hit chance (63.75%) as well as a +1 Level Shift. Arch-villain/Giant Monster ranked enemies will reward 9 Reward Merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 15 Reward Merits per defeat. All enemies reward 40% more experience/influence. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 60 Reward Merits and an Incarnate reward table containing your choice of a random Incarnate salvage, an Empyrean merit, or two super Inspirations. Advanced Difficulty Improvements & New Reward Currency Difficulty Levels Adjustments The labels on Advanced Difficulty levels now include a star-rating, from Default to ☆☆☆☆ 4-Star. These will be consistent between Task Forces and Strike Forces and will be the standard labeling moving forward for all content with these options added: This update includes new Advanced Difficulty mode icons to go with them: Advanced Difficulty mode content played at ☆☆ 2-Star or higher now includes additional reward modifiers to all experience and influence earned from enemy defeats: ☆☆ 2-Star = 20% increase ☆☆☆ 3-Star = 30% increase ☆☆☆☆ 4-Star = 40% increase Any unresistable damage that was using flavor labels like 'Ripple' or 'Void' damage are now standardized and read as 'Special' damage in all locations they are found. The to-hit buff granted by Tactics on enemies in Advanced Difficulty now has max stack caps that match the star count of the difficulty level chosen. EXAMPLE: If playing on 4-Star difficulty, Tactics' to-hit can be stacked up to a max of four times on enemy mobs; If on 2-Star difficulty, Tactics' to-hit can be stacked up to a max of two times on enemy mobs. The other buff components of Tactics are not capped. Challenge Option Fixes Challenge Arch-villains that have double base HP have had their regeneration reduced by ~20%, to be closer to their designed intent, as the scaling calculations were slightly off. All Disable Modes are now infinite duration and persist through death, which eliminates some circumstances where disabled Inspirations or Temporary Powers could be used. Prismatic Aether Particle Salvage Rewards Completion of content on Advanced Difficulty settings now rewards an exclusive salvage currency called Prismatic Aether Particles that are used to purchase the permanent costume powers covered in the next section. They are capped at 2000 on how many can be carried at once by a single character. Ooh, Prismatic Aether... So shiny! Completing the Weekly Strike Target for the first time each week on a max level character that receives a Notice of the Well salvage, will also earn 1-2 Prismatic Aether Particle salvage depending on the length of the content completed. The standard bonus from completing a mission map at any level includes a 1 in 50 (2%) chance to drop a Prismatic Aether Particle. Prismatic Aether Particle salvage is not account-bound and can be freely traded to other players, sold on the auction house, or stored in supergroup base salvage storage bins. Prismatic Aether Particle Reward Cooldowns Advanced Difficulty content works on a four-tiered drop system, where there are four difficulty level rewards each with their own 18-hour drop lockouts. Completing content on Advanced Difficulty rewards the maximum value of the difficulty minus any completions of lower values from the character on the same day. EXAMPLE: Completing the Dr. Aeon's Strike Force at ☆ difficulty will reward 2 Prismatic Aether Particle salvage. If the same character then completes the Dr. Aeon's Strike Force at ☆☆☆ difficulty within 18 hours, they would only receive 5+6 Prismatic Aether Particle salvage, since the 2 from the earlier run was already rewarded. These are the current Prismatic Aether Particle drop totals for Advanced Difficulty content: Advanced Difficulty - Dr. Aeon's Strike Force: ☆ 1-Star = 2 Prismatic Aether Particle salvage. ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage. ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage. ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage. Advanced Difficulty - Imperious Task Force: ☆ 1-Star = 2 Prismatic Aether Particle salvage. ☆☆ 2-Star = (2+5) 7 Prismatic Aether Particle salvage. ☆☆☆ 3-Star = (2+5+6) 13 Prismatic Aether Particle salvage. ☆☆☆☆ 4-Star = (2+5+6+7) 20 Prismatic Aether Particle salvage. Incarnate Trials work on a three-tiered drop system, where there are three rewards each with their own 18-hour drop lockouts. Completing a trial rewards the tier it belongs to and any under it. This allows some flexibility on doing Incarnate Trials without pressure to do every single one daily, but gives a higher reward cap if the more difficult/longer trials are chosen, while also not making them competitive with Advanced Difficulty which is intended to be the primary source of this currency. You must qualify for full rewards in order to receive any Prismatic Aether, meaning you participated in every stage of the Incarnate Trial; this eliminates any potential leeching by AFK players. EXAMPLE: Completing a Behavior Adjustment Facility Trial (Tier 1) will reward the one Tier 1 Aether Particle salvage. If you then complete The Underground Trial (Tier 3), you earn the Tier 2 Aether Particle salvage, and the Tier 3 Aether Particle salvage, but not the Tier 1 again, since it's within the same 18-hour period. These are the current reward tier assignments for Incarnate Trials: Incarnate Trial - Tier 1: Behavioral Adjustment Facility Trial = 1 Prismatic Aether Particle salvage. Lambda Sector Trial = 1 Prismatic Aether Particle salvage. Incarnate Trial - Tier 2: Keyes Island Reactor Trial = (1+1) 2 Prismatic Aether Particle salvage. Dilemma Diabolique Trial = (1+1) 2 Prismatic Aether Particle salvage. Minds of Mayhem Trial = (1+1) 2 Prismatic Aether Particle salvage. Magisterium Trial = (1+1) 2 Prismatic Aether Particle salvage. Incarnate Trial - Tier 3: The Underground Trial = (1+1+1) 3 Prismatic Aether Particle salvage. TPN Campus Trial = (1+1+1) 3 Prismatic Aether Particle salvage. Permanent NPC Costume Power Rewards Prismatic Aether & Purchasing Costumes These are new reward offerings that are purchased using Prismatic Aether Particle salvage earned primarily through completing Advanced Difficulty content, but can also be obtained over time from first Weekly Strike Target completions on a max level character or purchased from other players. Previously, these costumes were only available as prizes from Homecoming contests or events. While those event prize costumes were granted to all characters on an account, all costume powers purchased with Prismatic Aether Particle salvage are only per-character. Otherwise, these purchasable costume powers are the exact same powers that were given out as prizes and let you change your appearance to match the look of an NPC! BenevoLabs Hologram Vendors These costumes are sold from new 'BenevoLabs Hologram Vendor' NPCs found within Vault Reserve stores anywhere in the game. The future is now! These new NPC vendors also explain how / where Prismatic Aether Particle salvage is obtained. BenevoLabs huh? I'm sure they're not using these particles for anything nefarious. Permanent Costume Power Specifics, Rarity Tiers, & Costs There are four tiers of permanent costume powers, Standard, Vintage, Deluxe, and Vanguard. Any costumes that have multiple looks depending on your body type or gender have been marked 'Mode Costumes'. Mode Costumes have a 50% Prismatic Aether Particle salvage cost increase relative to their respective tier (example: 10->15). All of these costumes have the same restrictions as previously existing costume powers. They are all listed under the category 'Prestige Costumes' in your power list. The naming format on all existing costume change powers has been standardized, and various inaccuracies of what the costume was have been fixed. Example: 'Freakshow Boss Costume' is now 'Costume: Freakshow Tank.' Nearly all costume change powers can now be used in PvP zones (they have always worked in Arena). All owned Prestige Costumes are now listed at the bottom of your Character Info window, visible to other players. Tier 1 - Standard Costumes: Standard Costume Powers are normal NPC appearances and cost 10/15 (normal/mode) Prismatic Aether Particle salvage each. All currently existing permanent costume powers are Tier 1 and have had their icons updated. The Crey Agent, Olympian Guard, Paragon Protector, Vahzilok Eidolon, and Praetorian Clockwork costumes are now labeled as Mode Costumes. The Mode Costume: Praetorian Clockwork has been upgraded to include the combat-mode pop-out weapons, giving that costume more reason to exist when nearly all those parts are available as normal player costume pieces. All previously existing costumes will be available in the Tier 1 offerings in addition to a huge number of new costumes. These Tier 1 new costumes have also had 14 day temporary versions added to the Halloween event. Fir Bolg costume added to the Halloween salvage vendors and is sold only during the month of October for 10 Prismatic Aether Particles and 50 of each trick-or-treating salvage. Snow Beast costume added to the Candy Cane vendors and is sold only during the month of December for 10 Prismatic Aether Particles and 200 Candy Canes. Holiday exclusive costumes have a special costume icon but are still considered Tier 1. The costumes in this tier are listed as Uncommon on the BenevoLabs vendors and should be reasonably accessible to most players who do the Weekly Strike Target often or try content at the lower Advanced Difficulty levels. The few Tier 1 Mode Costumes that cost 15 Prismatic Aether Particles will be temporarily disabled once Page 4 goes live so that we can gather a more accurate read-out on Aether income/spending calculations. Those costumes will return at the same time that we enable the Tier 2 and Tier 3 costumes on Homecoming. Tier 2 - Vintage Costumes: Vintage Costume Powers use retired NPC appearances that can't be found anywhere else in the game will be made available/have their price set a few weeks after Page 4 launches. The costumes in this tier are listed as Rare on the BenevoLabs vendors and are intended to be saved for over-time by players who play regularly and attempt content on the higher Advanced Difficulty levels. The Skulls Thug costume has been moved to the Vintage tier. If any Tier 1 costumes later become unused appearances they will be moved to Tier 2 and have their icon/purchase price updated. There are no mode costumes currently offered at this tier at the release of Page 4. CLICK FOR PREVIEW OF VINTAGE TIER COSTUME OFFERINGS: Tier 3 - Deluxe Costumes: Deluxe Costume Powers are very unusual or exotic appearances and will be made available/have their price set a few weeks after Page 4 launches. The costumes in this tier are listed as Very Rare on the BenevoLabs vendors and are intended to serve as long-term prestige goals for extremely dedicated players who regularly complete Advanced Difficulty content on the highest levels and purchase the salvage from other players, while also serving as a market sink for the new currency. There are only mode costumes currently offered at this tier at the release of Page 4. CLICK FOR PREVIEW OF DELUXE TIER COSTUME OFFERINGS: Vanguard Tier - Uniform Costumes: Vanguard Costume Powers are mode costume uniforms and cost 5000 Vanguard Merit salvage each. These uniform costumes will change to match your current body type and height when activated. Mode Costume: Vanguard Shield Mode Costume: Vanguard Sword Now you don't have to dedicate a costume slot! (Unless you want a fancy, non-standard look) These are mode costumes and are listed as Very Rare and found on the Vanguard crafting tables in the Rikti War Zone under the 'Uniform' tab. These are intended to be a reward option for regular Rikti War Zone or LFG instanced Mothership raiders: BL-22c Holographic Matrix System This is an accolade badge sold at the BenevoLabs vendors for 50 Prismatic Aether Particle salvage. This purchase rewards the 'Hologram' badge and unlocks the 'Costume Matrix' pop-menu accolade macro from which you can access all permanent costume powers you own on that character from a single slot on your power tray. This also includes a power that will shut-off any active costume power. That sure is convenient! Powers & Gameplay Adjustments Enemy Aggro Revamp Enemy Aggro Behavior Adjustments The aggro cap has been reworked to be less obvious and intrusive to gameplay. The cap is still 17. If a player exceeds the cap, the AI will prefer any other valid target. This means in a team environment there is no change to enemy behavior. If an AI-controlled enemy has no valid target due to them all being at the cap, it will choose the capped target with highest threat that is in range and use opportunistic ranged attacks. They will no longer mill about, oblivious to the action going on around them. Enemies that are beyond the cap *will not* pursue players that move out of range. Aggro cap processing is more dynamic. Instead of using a rigid priority system, it now uses a simplified version of the normal threat calculation, taking into account distance, total damage done, taunt duration, and rank. It is also periodically re-evaluated instead of being locked in. This should prevent scenarios where an aggro-capped tank tries to taunt enemies off an ally and the taunt is completely ignored. Player pets, including Mastermind pets ignore the cap. This change was made some time ago but is still in effect even with the revamp. The goal of this change is to make it feel like there is no aggro cap at all, but still retain the desired game mechanics of a single tank being unable to maintain threat on or herd an unlimited number of foes. Attack Typing Adjustments NPC Attack Type Adjustments The attack typing on all NPC attacks have been revamped to only check against up to one Positional defense and up to one Type defense. Various critter damage types adjusted. Various grenade/explosive powers that were formerly Lethal/Smashing have been set to Fire/Lethal instead. Added Toxic hit checks to many attacks that previously only had positional checks (like zombie vomit spits), which makes them easier to avoid with Defense. Numerous critter attacks adjusted Player Attack Type Adjustments All Player Attack powers now use two attack types. All attacks will have up to one Positional defense and one Type defense it will check against. Various player damage types adjusted. Ranged Attack powers that should have been tagged as AoE Attack All player or Mastermind pet attacks flagged as Ranged Attack that were Spheres or Cones has now been set to AoE Attack. Melee Attack powers that should have been tagged as AoE Attack All player or Mastermind pet attacks flagged as Melee Attack that were Spheres or Cones with an arc of at least 30 degrees has now been set to AoE Attack. Electric Melee/Thunder Strike: This power is an exception and uses different rules for different powers. Explosive Arrow and M30 Grenade No longer does smashing damage, replaced with fire damage These attacks are now tagged as AoE/Fire (previously was AoE/Smashing/Lethal) The PvE damage is now 50/50 for Fire/Lethal. Scourge is now all Fire damage. Powers Sonic Attack Revamp Corruptor's powerset name "Sonic Attacks" has been changed to "Sonic Attack". All Sonic Attacks are now tagged as Energy Attack (they no longer check against an enemy's Smashing defense). Changes to Resistance Debuffs (all Archetypes): All sonic attacks now apply two "Sonic Vibrations" debuffs (Defender values shown below). The various Sonic Vibrations are: Short: -12% resistance for 8 seconds (Does not stack, refreshes debuff) Incremental: -8% resistance for 8 seconds (Stacks up to 4 times) Wide: -8% resistance for 8 seconds (Does not stack, refreshes debuff) Extensive: -8% resistance for 20s (Does not stack, refreshes debuff) Changes to Sonic Attack: Shriek: Applies Short and Incremental Sonic Vibrations Scream: Applies Short and Incremental Sonic Vibrations Cast time reduced to 1.47s (+13.6% DPA) Shout: Applies Short and Incremental Sonic Vibrations Damage set to 1.96 scale (Non-Sentinels only) Cast time reduced to 2.0s (+23.4% DPA, +33.5% DPA for Sentinels) Screech: Applies Short and Incremental Sonic Vibrations Damage set to 2.28 scale (+1140.0% DPA, non-Sentinels only) Cooldown reduced to 12s (non-Sentinels only) Stun duration set to 5.0 scale (non-Sentinels only) Howl: Applies Short and Wide Sonic Vibrations Damage set to 0.6694 scale Cast time reduced to 1.6s (+20.3% DPA) Cooldown reduced to 8s (was 10s) Max Targets set to 6 (Sentinels only) Shockwave: Damage set to 0.8652 Cast time reduced to 1.67s (+75.7% DPA) Cooldown increased to 11s (was 8s) Max Targets set to 6 (Sentinels only) Siren's Song: Damage set to 1.1902 scale Cast time reduced to 1.86s (+256.0% DPA) Cooldown reduced to 16s (was 20s) Max Targets set to 16 (non-Sentinels only) Dreadful Wail: Applies Short and Extensive Sonic Vibrations. Additional Notes: Corruptor's Scream and Howl now matches all other ATs as intended by the design formula. Previously Scream did 1.40 scale and Howl did 1.00 scale. Defender's Shout accuracy reduced to 1.0x (was 1.2x). This matches all other ATs. Ice Control Changes Cold Snap: "Shiver" has been renamed to "Cold Snap". This power has its cooldown increased from 30s to 40s. Added a scale 10 Fear cone that hits in a 50 degree arc. Now accepts ATOs, Fear enhancements and sets. Ice Slick: Now does damage. Now accepts Accuracy and Damage enhancements. Now accepts Ranged AoE and Universal Damage sets. Damage will only apply to enemies that are not asleep. Arctic Air: Now has Overpower and Domination effects. (Domination) Applies Mag 3 confuse for 4.47s and a Mag 1 confuse for 2.98s. (Dominators) No longer accepts Fear enhancements or sets. This power never applied a fear effect. Armor Set Toxic/Psionic Mitigation Changes Stalkers: Hide now grants Psionic and Toxic defense. Invulnerability: Invincibility (Tanker/Brute/Scrapper) - This power now adds a 1.67% toxic and psionic defense for the first target, and 0.33% for additional targets (total 5% against 10 foes, Tanker values). Invincible (Stalker) - Renamed from "Reinforced". This power now adds 2.5% toxic and psionic defense. Invincible (Sentinel) - This power now adds 2.33% toxic and psionic defense. Unyielding (all ATs) - This power now adds 5% psionic resistance (Tanker values) Resist Energies (Tanker/Brute/Scrapper) - This power now adds psionic resistance. Environmental Resistances (Stalker/Sentinel) - This power now adds psionic resistance. Unstoppable (all ATs) - This power now adds 45% unenhanceable psionic resistance (Tanker values). Ice Armor: Wet Ice (all ATs) - This power now adds Psionic and Toxic defense. Energy Absorption (all ATs) - This power now grants Psionic and Toxic defense. Up-front defense increased from 1% to 4.5%. Per-target defense reduced from 0.6% to 0.25% (Tanker values). Total Defense at 10x targets remain the same. Moisture Absorption (Sentinel) - This power now grants Psionic and Toxic defense. Permafrost (all ATs) - This power now grants 5% resistance against Smash/Lethal/Energy/Negative/Toxic/Psionic (Tanker values). Energy Aura: Power Armor (Sentinel) - This power now grants Psionic resistance. Repelling Force (Sentinel) - This power now grants Toxic defense. Energy Drain (all ATs) - This power now grants Toxic and Psionic defense. Energy Protection (Brute/Scrapper) - This power now grants Psionic resistance. Overload (all ATs) - This power now grants 33.75% toxic and psionic defense (Brute values). Fighting Pool: Weave - This power now grants Toxic defense Toggle Suspension (New Tech!) Toggle Suspension allows toggles to pause their periodic activations when under specific modes (e.g. Granite Armor, Kheldian Forms). This means the toggles will stop working and stop costing endurance while in one of these modes. Once you leave the mode, the toggles will resume automatically without the need to re-toggle. Once a toggle is suspended, you will no longer be able to activate it or deactivate it until you come out of the mode that caused the suspension. Tank & Brute/Stone Armor/Granite Armor: Now suspends the other Stone Armor armor toggles in the set while transformed instead of deactivating them. Also will suspend travel toggles (Run, Jump and Fly). Suspended toggles cost no endurance while running. Peacebringer/Luminous Blast/Bright Nova: Now suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Peacebringer/Luminous Aura/White Dwarf: Now suspends the other Peacebringer toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Warshade/Umbral Blast/Dark Nova: Now suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Warshade/Umbral Aura/Black Dwarf: Now suspends the other Warshade toggles in the set while transformed instead of deactivating them. Also will suspend pool power toggles. Suspended toggles cost no endurance while running. Toggle Suppression No More Offensive Toggle Drops: Toggles that used to drop when mezzed will instead have their effects suppressed while mezzed and for 5s after breaking out of mezz. Enhancement Slotting Fixes Blaster (Epic)/Leviathan Mastery/Knockout Blow: No longer accepts Ranged AoE sets. Controller & Dominator/Electric Control/Static Field: Added the ability to slot Endurance Modification sets. Dominator/Ice Control/Arctic Air: Removed the ability to slot Fear enhancements and sets. Dominator/Psionic Assault/Psychic Shockwave: Added the ability to slot Dominator ATOs. This power is a stun attack. Dominator/Thorny Assault/Thorn Burst: Added the ability to slot Defense Debuff enhancements, Accurate Defense Debuff sets and Defense Debuff sets. Mastermind/Necromancy/Lich: Removed the ability to slot Accurate Defense Debuff and Defense Debuff sets. None of the Lich powers do defense debuff. Corrupter & Defender Epic/Electricity Mastery/Shocking Bolt: Removed the ability to slot Melee AoE sets. All/Radiation Armor/Beta Decay: Removed the ability to slot Accurate ToHit Debuff and Accurate Defense Debuff sets. This power is auto-hit and never should have accepted these IO sets. All/Radiation Armor/Particle Shielding: Removed the ability to slot Endurance Modification enhancements. This power's +recovery is not enhanceable. Blaster/Martial Combat/Throw Sand: Removed the ability to slot ToHit Debuff enhancements, ToHit Debuff sets, and Accurate ToHit Debuff sets. This power does not have any ToHit Debuff effects. Power Bug Fixes All/Ice Control/Flash Freeze: Fixed a bug where the sleep would sometimes not work as expected. Now deals 100% cold damage. Controller version now does Containment damage for 100% of base damage. Power no longer shows sleep attributes twice in the power info. Power icon fixed to be a proper sleep icon. All/Knockout Blow: Standardized all versions of this power. All will have 13.2' range and ignore range buffs. All/Seismic Blast/Meteor: The pseudopet that executes the damage was incorrectly set to Ranged Attack and Auto-Hit. This has been changed to AoE Attack, and the Auto-Hit is removed. All/Seismic Blast/Rock Shards (Enhanced): Power will now properly reduce the cooldown of its other Seismic Blast attacks (non-blasters lacked this) All/Smoke Flash: Set the power to no longer notify enemies of the attack. All/Titan Weapons: Fixed some bugs with stances. Dominator & Stalker/Savage Melee & Assault/Rending Flurry: Had its endurance cost set to 20.8. This has been reduced to 13.52. Blaster/Earth Manipulation/Beryl Crystals: Had two Res(Perception) effects. Removed the extra effect. Blaster/Earth Manipulation/Mud Bath: Removed the "near ground" requirement for targets. Blaster/Electricity Manipulation/Thunder Strike: Changed the radius from 12 feet to 10 feet. All of the AoE effects used an outer radius of 10 feet already. Blaster/Electricity Manipulation/Force of Thunder: This power no longer claims to accept End Modification sets. Blaster/Energy Manipulation/Energize: Corrected the scales of the regeneration effects to be 112.5%, not 118.98%. These were inadvertently changed during I27P1 development. Blaster/Ice Manipulation/Frozen Aura: No longer does double damage in PvE and now does PvP damage. Endurance cost corrected to 18.512. Blaster/Ninja Training/Kuji-In Toh: Corrected the scales of the regeneration effects to be 112.5%, not 118.98%. These were inadvertently changed during I27P1 development. Blaster/Ninja Training/Shinobi: Corrected the duration of the damage buff suppression when attacking/attacked. This duration has been reduced from 30s to 10s to match the stealth suppression. Blaster/Sonic Manipulation/Deafening Wave: Removed the "Ignore Strength" flag on the power. This prevented the power from benefiting from outside buffs (like the damage and special buffs provided by Sound Booster). Brute/Radiation Melee/Atom Smasher: Was using Smashing Attack, this is now set to Toxic Attack. This power doesn't do smashing damage. Brute/Stone Armor/Earth's Embrace: Changed the +Max HP effects' stack type to Replace. Brute/Titan Weapon/Defensive Sweep (Slow): Was missing its endurance cost. Now set to the intended 5.356. Dominator/Martial Assault/Explosive Shuriken: Now tagged as a Fire Attack (and removed its Lethal Attack tag) and will check against a foe's AoE and Fire defense. This power does only Fire damage. Epic/Stone Mastery/Fossilize: Added Smashing Attack tag. This power will now check against both a foe's Ranged and Smashing defense. Pool/Leaping/Spring Attack: KB should now be in sync with its damage. Scrapper Defense/Ninjitsu/Shinobi-Iri: Changed the availability level from Level 6 to Level 4. All Tier 3 secondary powers are supposed to be available at level 4. Scrapper Melee/Martial Arts/Dragon's Tail: Fixed damage scale of Dragon's Tail to follow the design formula (1.18 -> 1.1818). Also corrected Fiery Embrace damage to match (0.5310 -> 0.5318) Sentinel/Invulnerability/Durability: Changed the availability level from Level 6 to Level 4. All Tier 3 secondary powers are supposed to be available at level 4. Sentinel/Ninjitsu/Shinobi-Iri: Changed the availability level from Level 6 to Level 4. All Tier 3 secondary powers are supposed to be available at level 4. Stalker/Radiation Melee/Radiation Siphon: Added the Grant Assassin's Focus effect. Stalker/Stone Armor/Hide: Should no longer reference Dark Regeneration customization themes. Tanker/Ice Melee/Frozen Aura: Fiery Embrace effect is no longer missing. Prestige/Prestige Utility/Reveal: Now plays the full animation on all body types and alignments. The color of the scanner UI is dependent on whether you are a Hero/Vigilante, Villain/Rogue, or a Praetorian. Accolades/Vanguard MDC: IgnoreCombatMods added to the training dummy summoned to make them exact parallels to the Rikti Pylons. Incarnate/Destiny/Rebirth: These powers' regeneration effects now ignore resistance. Incarnate/Lore/Knives of Vengeance/Rallying Cry: Removed teleport protection which caused players to be unable to teleport by their own or ally's teleport powers. This power already gives 100% teleport resistance which makes players immune to enemy teleports. Rest: No longer applies a resistance to Stun/Sleep debuff. Temporary Powers/Haunted: This granted power from "Haunt" will now taunt the summoned pets from Lamplighter and Maestro RippleAV. Miscellaneous Power Updates Prestige/Prestige Travel/Athletic Run: Added the 'TravelStance' tag and will now pull a stance animation if one of using the (Travel Only) options. Radiation Infection (All, except Crey): Cast time reduced from 3.1s to 1.5s. Warshade/Shadow Cloak: Added No Fade version that does not hide their model. Experimentation: Syringe object used in the various powers from this set are now tintable. Combat Logs: Should now indicate when damage is unresistable. Stances: Fixed an issue with many attack animations being interrupted by Ninja and Beast stances. Note: side effect from this fix is that most sets will not re-enter the ninja/beast stance until they move. Incarnate/Interface: Damage over Time effects should now only apply to enemies that are not asleep. Various Electrical Melee attacks now do majority Energy damage. All/Electrical Melee/Chain Induction: Now inflicts 100% energy damage. All/Electrical Melee/Thunder Strike: Now inflicts 100% energy damage. Stalker/Electrical Melee/Assassin's Shock: Now inflicts 100% energy damage. All/Gravity Control/Propel: Changed the "splash" knockdown into a vectorized knockdown. This hopefully will allow the KB2KD IOs to work reliably in Propel, which has the main target getting hit with both the knockback effect and the knockdown effect (which ignores strength, thus is not affected by the KB2KD IO). PVP Power Changes and Fixes PvP Accolade/Indestructible: Now does 25% Def(all) and 30% Res(all) for 60s. Previously it was a combination of Demonic Aura and Eye of the Magus. All/Ninjitsu/Ninja Reflexes: Added DDR to PvP (was only PvE before). All/Invulnerability/Tough Hide: This power now grants Psionic/Toxic defense. All/Regeneration/Moment of Glory: This power now grants Psionic resistance and Psionic/Toxic defense. All/Stone Armor/Granite Armor: This power now grants Psionic defense. All/Stone Armor/Stone Skin: This power now grants Psionic resistance and Psionic/Toxic defense. Arachnos Soldier/Mace Beam Blast: Power was erroneously doing double damage in PvP. Arachnos Soldier/Mace Beam Volley: Power was erroneously doing double damage in PvP. Blaster/Atomic Manipulation/Positron Cell: This power now does Mag 3 Hold in PvP (same as PvE, was mag 4). Blaster/Earth Manipulation/Salt Crystals: This power now does Mag 3 Sleep in PvP (same as PvE, was mag 4). Blaster/Earth Manipulation/Stone Prison: This power now does Mag 3 Immobilize in PvP (same as PvE, was mag 5). Blaster/Electricity Manipulation/Force of Thunder: This power now does Mag 3 Stun in PvP (same as PvE, was mag 3). Blaster/Ice Manipulation/Frozen Aura: This power now does damage in PvP and its endurance cost is corrected to 18.512. Blaster/Mental Manipulation/Scare: This power now does Mag 3 Terrorize in PvP (same as PvE, was mag 2). Blaster/Plant Manipulation/Entangle: This power now does Mag 3 Immobilize in PvP (same as PvE, was mag 5). Blaster/Plant Manipulation/Strangler: This power now does Mag 3 Hold in PvP (same as PvE, was mag 4). Blaster/Plant Manipulation/Vines: This power now does Mag 3 Hold in PvP (same as PvE, was mag 4). Corruptor/Energy Blast/Power Push: This power was not doing damage outside of scourge in PvP. Scrapper/Martial Arts/Storm Kick: Fixed a bug with Storm Kick that had the PvP regular damage and PvP critical hit damage effects reversed (the crit effect was set to 100% chance while the regular damage effect was set to 10% chance). This caused crit buffs to have no effect (ATOs, Eagle's Claw, Shinobi-Iri). Day Job/Time Traveler's Boon: This power is no longer usable in PvP Arena (like all other Day Job Powers). Power Description Fixes Brute/Dark Melee/Shadow Punch: Description fixed. Blaster/Atomic Manipulation/Metabolic Acceleration: Fixed the description to not include a reference to increasing running speed. This power never did that and was a copy/paste error from the Accelerate Metabolism power provided in Radiation Emission support sets. Blaster/Electricity Manipulation/Force of Thunder: This power no longer claims to accept End Modification sets. All/Force Fields/Personal Force Field: Fixed Short Help description to state it does Res(All). Previously it stated Res(All except Toxic), which was not correct. All/Kinetics/Speed Boost: Fixed description to state it affects allies, not just a single targeted ally. Invention Enhancement/Defense/Kismet (Unique): Fixed the description to state it grants ToHit instead of Accuracy. Archetype Enhancement/Sentinel/Sentinel's Ward (Regular and Supreme): Fixed the description of the absorb proc to state it grants 2 PPM, not 5 PPM. The Regular version also updated its description to state it does a small absorb while the Supreme version does a moderate absorb. Typo Fix Sweep The following powers were reported as inaccurate in the Bug Forum's "Report Typos Here" thread. These powers have either new Descriptions, Short Help descriptions, or both: All/Martial Arts/Golden Dragonfly All/Trick Arrow/Entangling Arrow All/Super Strength/Punch Dominator/Martial Assault/Dragon's Tail Blood Craze (Savage Assault) Blaster/Tactical Arrow/Electrified Net Arrow Inherent/Mastermind/Supremacy Epic/Weapon Mastery/Physical Perfection Sentinel/Electric Armor/Charged Shield All/Trick Arrow/EMP Arrow Temporary Powers/PvP/Indestructible Temporary Powers/Day Job/Demagogue Inspirations/Medium Team Protection Imbuement Hamidon Enhancement/Ribosome Exposure (End/Res) Standardized Critical Hit Tags for Scrappers Note: These changes do not affect gameplay (unless otherwise stated). They are under-the-hood changes that remove redundancy and allow for simpler implementation for future development. These notes are posted for transparency to those who are interested in these types of changes and to allow for a debug point if these changes were to have caused unintended bugs not yet discovered. Standard Critical Hit Tag Clean-up. Replaced MLCrit, BossCrit, and PlayerCrit from all powers with CritSmall, CritLarge, and CritPlayer, respectively. Removed the effects for the now-unused tags from the Scrapper ATOs, as they no longer serve a purpose. Previously, only Kinetic Melee used the CritSmall, CritLarge, and CritPlayer tags. However, MLCrit has been a misnomer as it implies it is for Minions and Lieutenants, but LTs are always lumped with the BossCrit effects. Rather than convert Kinetic Melee into using the most popular convention, it's been chosen to use the more accurate convention for all powers. CritSmall is for critical hit effects that apply to rank Minion or smaller. CritLarge is for critical hit effects that apply to rank LT or larger. CritPlayer applies to PvP. Martial Arts clean-up of Critical Hit Tags. The redundancy of ECCritModPlayer/Large/Small tags has now been consolidated into ECCritMod (all three received 33% so the need for multiple tags is not necessary). Martial Arts attacks now include the standard critical hit tags (CritLarge, CritSmall, CritPlayer) and will also carry the ECCritMod tag that can only be applied by Eagles Claw. For Martial Arts attacks, ScrapperCrit_ST and ScrapperCrit_AoE critical hit tags were not applied to most PvE damage effects. This has been fixed. This does affect gameplay as Martial Arts/Ninjitsu Scrappers were not receiving the critical hit buff from Shinobi-Iri. Reorganized the Critical Hit effects to become child effect groups under their respective PvE/PvP effect group (cosmetic internal change only, so developer's eyes don't bleed everytime they look at the power). Eagles Claw: Removed the GCM grants of 33% ECCritModPlayer/Large/Small and replaced it with a single GCM grant of 33% ECCritMod that all Martial Arts critical hit effects will carry. Scrapper Archetype Enhancements: Now only grants critical hit buffs to CritSmall, CritLarge, and CritPlayer. Removed the effects for MLCrit, BossCrit, and PlayerCrit as those tags are no longer used in the game. Also removed the GCM grants of ECCritModPlayer/Large/Small as they are no longer used in the game. Placate Fixes Stalker, Night Widow, & Bane Spider/Placate: The kMeter effect (this sets your "Hidden" status) now ignores combat mods. This bug prevented seeing the green "HIDDEN" icon when using Placate on foes higher level than you. This bug allowed Stalkers the ability to get both a "Hidden" crit and "Non-Hidden" crit when using placate against enemies greater than +1 relative level. Bane Spider/Placate: Added the missing MissionObjectClick cancel event to the Stealth, Hidden, Translucency, and ToHit Buff effects. Night Widow/Placate: Fixed a bug that had the placate effect only happen against the main target in PvE. This has been moved to the intended PvP placate effect. Mastermind/Mercenary Bug Fixes Mercenaries were not displaying their Assault Rifles during Full Auto (Assault Rifle Auto Fire for Soldiers). Sped up DoT duration to match the new animation like on player versions of the power. Soldiers now have the correct powers assigned and revoked per upgrade Equip Mercenaries: Applies ASMG Heavy Burst, does not grant Assault Rifle Heavy Burst Tactical Upgrade: Now applies all Assault Rifle powers and removes ASMG powers appropriately Temporal Warriors, Instant Level 50 PvP Characters At character creation, new Primal characters can now tick a box called "Temporal Warrior (PVP only)". This is not available for existing characters or Praetorians. Characters created with this box ticked will spawn on Recluse's Victory and can only access the four PVP zones (Bloody Bay, Siren's Call, Warburg, Recluse's Victory), Pocket D (for access to the various vendors), the Arena and Supergroup Bases. These characters cannot travel to any other zones, enter trials or teleport via LFG, get missions from contacts, or enter mission doors from other players. In return, they start at Level 50 with all Incarnate slots unlocked, Incarnate powers can be crafted at no cost, and Patron Powers don't require the Patron badges. Those characters count as level 1 for the name reservation system, you can't create a PVP character just to lock a name. They still need to provide their own enhancements, there's no easy mode for that. Because their own ability to get rewards is so limited (the only available source of rewards is critters in PVP zones) the expectation is that those characters will receive influence and enhancements from other characters that are PVE enabled. The goal here is to remove the barrier of entry for players that are curious about PVP, but don't want to spend the time leveling up a new character that would be useful under the PVP rules. Character Customization Improvements Sheathed Weapon System Sheathed Costume Weapons All characters with powers using custom melee weapons now have access to an option to display their character's weapon models on their costume. This is controlled via a toggle button next to the weapon: Very kind of Jack In Irons to share his club with everyone! Which then puts the weapon on the character's costume when not drawn: Like so! Sheathed weapons are dynamically drawn by the player's character when combat is initiated (if using a 'No Redraw' power customization option, this is skipped). Weapons that utilize particle FX enter an 'off' state when sheathed, but activate when drawn for combat! Weapons that are incorporeal/conjured in nature, such as elemental weapons, do not have sheathed options. This update only applies to melee weapons. Holstered Costume Weapons for ranged weapon sets will come later in a future content update. Known Issue: Some Titan Weapon options don't have off sheathed modes yet and remain activated while on the costume. Custom Weapon Expansion New Custom Weapon Options Battle Axe Vahzilok Butcher Knife Vahzilok Bone Cutter Infernal Axe Undead Slaying Axe Broadsword Excalibur Rikti Sword 2 Vahzilok Butcher Knife Vahzilok Bone Cutter Knives of Artemis Blade Rapier Carnival of Shadows Rapier Sky Raider Machete Grave Knight Sword Rusted Blade Greater Fire Sword Greater Ice Sword War Mace Police Baton - Telescopic Gold Bricker Wrench Jack In Irons Club Power Maul Vanguard Mace Vanguard 'MAGI' Mace Coralax Club Coralax Hammer Coral Mallet Stone Mallet Crystal Mallet Lava Mallet Arachnos Mace Carnival of Light Carnival of War Carnival of Vengeance Rularuu's Fury Power Maul Tech Mace Tech Knight Mace Vanguard Mace Vanguard 'MAGI' Mace Titan Weapon Nemesis Staff Carnival Mallet Coralax Hammer Coral Mallet Stone Mallet Lava Mallet Crystal Mallet Infernal Ice Blade Dual Blade Vahzilok Butcher Knife Vahzilok Bone Cutter Knives of Artemis Blade Carnival of Shadows Rapier Sky Raider Machete Grave Knight Sword Rusted Blade Staff Fighting Vanguard Staff Vanguard 'MAGI' Staff Nemesis Staff Katana Excalibur Knives of Artemis Blade Assault Rifle Malta Sniper Rifle Crey Laser Rifle Crey Pulse Blaster Rikti Blaster Rikti Cannon Retro Rifle Resistance Rifle Rune Soldier Rifle DUST Cannon Vanguard Rifle w/ Bayonet Elite Vanguard Rifle w/Bayonet Arachnos Assault Rifle Arachnos Assault Rifle now has access to all the same options available to Assault Rifle/Munitions Rifle. Added FX to the Vanguard Redding Rifle options that animates the energy bayonet when the Arachnos Soldier Bayonet power is used. Ninja Blade Stalker primary Ninja Blade, Blaster secondary Ninja Training, and Sentinel epic pool Ninja Training now use a dedicated Ninja Blade weapon option that integrates with the sheathed weapon system. Ninja Blade weapons now draw from the back instead of the hip, adhering to the ninja theme, and have access to all the same weapon options available to Katana. This update involves revoking costume keys in the database, which means existing characters may need to visit the tailor to update their costume after the change. We'll be granting free costume change tokens to all characters on Page 4's launch to accompany this adjustment. Munitions Rifle Blaster epic pool Munitions Mastery's weapon model slot now uses WepR_2 instead of WepR, which was causing conflicts with Beam Rifle and Dual Pistols. Assault Rifle and Beam Rifle characters can now independently choose their Munitions Rifle custom weapon option, as it now occupies it's own slot. Munitions Rifle has access to all the same weapon options available to Assault Rifle. This update involves revoking costume keys in the database, which means existing characters may need to visit the tailor to update their costume after the change. We'll be granting free costume change tokens to all characters on Page 4's launch to accompany this adjustment. Custom Weapon Fixes Rularuu's Fury scale and offsets were adjusted slightly to accommodate the two-handed animations used with Arachnos Maces. A number of custom weapon FX were using generic calls that could cause your custom weapon to appear improperly with certain other powers, these have been given unique calls so that should no longer happen. The ranged weapon firing point desync bug caused by having two custom weapons that were valid child entities has been fixed; This was most commonly seen in Blasters/Sentinels who took Assault Rifle or Beam Rifle + Ninja Training. Fixed minor gap between the hilt and the grip of the Broadsword model, which was visible while sheathed. Fixed offsets on the Resistance, Runesoldier, DUST, Devastator, and Steampunk Beam Rifles, which were all too far left and floated away from the player's hand on all three body types. Costumes [Focused Feedback: Costumes] All Icon/Facemaker tailors are now also cosmetic surgeons and renamed any surgeons to match other tailors of their type. This does not include Trainers. Costume Additions & Changes Four new pattern sets have been added, contributed by volunteer @Marbing! Layer Stripe - Chest, Legs, Boots. Mystic - Chest, Gloves, Hips, Boots Slate - Chest, Legs, Boots, Gloves. Vigilant - Chest, Legs, Boots, Gloves. All > Lower Body > Boots > Rocket Boots: 'Tintable Flight FX' option added. 'Flight + Jump FX' option added, animates the rockets during jumps, with a landing FX. 'Tintable Flight + Jump FX' option added. 'No FX' option added. All > Lower Body > Boots > Piston Boots: 'No FX' option added. All > Lower Body > Boots > Winged Boots: 'No FX' option added to all four variants. Male/Huge > Lower Body > Boots > Sneakers: 'No Socks' option added. All > Head > Detail 2 > Reaper: Now supports two-color tinting. Replaces original single-tint version. All > Upper Body > Gloves > Aeon Tech: New option that allows tinting the glow. Original version now labeled 'Legacy'. All > Back Detail > Back Packs: 'Tech Knight Capacitor' and 'Tech Knight Reactor' no longer have the energy ball FX, akin to how they did pre-fix. 'Tech Knight Capacitor w/FX' option added. 'Tech Knight Reactor w/FX' option added. 'Warp w/FX' option added. Female > Upper Body > Unique Tops: All five 'Yakuza' chest textures added. Both 'Labeaux' chest textures added. 'Carnival' chest texture added. Female > Upper Body > Shirts: All five 'Yakuza' chest textures added. Both 'Labeaux' chest textures added. 'Carnival' chest texture added. Male & Huge > Head > Detail 1: 'Thunder Horns' option added. All > Arachnos Soldier > All > Chest Detail: 'Rogue Arachnos' option added. Costume Fixes All > Back Detail > Crab Pack: The invalid Arachnos Crab Spider Backpack option should no longer display on non-VEAT characters. Fix applied to Crab Spider backpacks costume keys to prevent broken costumes. If you respec to a Bane Spider it should properly remove the Crab Spider backpack. All > Upper Body > Jackets > Cybertech Jacket Long: Interior cape on the 'Leather' option no longer uses the incorrect 'Metallic' texture. All > Upper Body > Chest/Gloves > Cybertech: Corrected a number of seam issues for Cybertech chests and gloves. Arachnos Widow Costume Update Costume Additions & Changes A new category has been added to Arachnos Widows costume slot for 'Widow (No Collar)' and gives the player's head the full range of customization options available to Standard heads. The existing 'Widow' category now always has the collar enabled. All > Arachnos Widow > All > Chest: 'Night Widow' texture added. 'Widow' texture now labeled 'Blood Widow'. All > Arachnos Widow > All > Gloves: 'Night Widow' texture added. 'Widow' texture now labeled 'Blood Widow'. All > Arachnos Widow > All > Pants: 'Night Widow' texture added. 'Widow' texture now labeled 'Blood Widow'. All > Arachnos Widow > All > Boots: 'Night Widow' texture added. 'Widow' texture now labeled 'Blood Widow'. Female > Arachnos Widow > All > Waist Cape: 'Night Widow' cape added. 'Waist Cape' option now labeled 'Blood Widow' Female > Arachnos Widow > Widow > Hair: 'Parted' option added. 'Cybertech 1' option added. 'Cybertech 2' option added. 'Talons' option added. All > Arachnos Widow > Widow > Eye Detail: 'Resistance Goggles' option added. 'Resistance Goggles Up' option added. 'Cybertech 1' option added. 'Cybertech 2' option added. 'Cybertech 3' option added. 'Cybertech 4' option added. 'Cyborg 1' option added. 'Cyborg 2' option added. 'Imperial Defense' option added. 'Praetoria Police' option added. 'Welder Goggles' option added. 'Safety Goggles' option added. 'Modern Goggles' option added. 'Retro Goggles' option added. 'Maverick Goggles' option added. 'Death Goggles' option added. 'Human Skull Mask' option added. 'Cosmic Corsair Right' option added. 'Cosmic Corsair Left' option added. 'Sonic Vison' option added. 'Reflector' option added. 'Retro SciFi 1' option added. 'Retro SciFi 2' option added. 'Retro SciFi 3' option added. 'Retro SciFi 4' option added. 'Blindfold 1' option added. 'Sunglasses Up High' option added. 'Sunglasses Up Low' option added. Female > Arachnos Widow > Widow > Eye Detail: 'Gunslinger 1' option added. 'Gunslinger 2' option added. 'Gunslinger 3' option added. 'Gunslinger 4' option added. 'Gunslinger 5' option added. 'Gunslinger 6' option added. 'Gunslinger 7' option added. 'Gunslinger 8' option added. Stance & Walk Customization New Stance Customization Options Two new Stance options have been added to the power customization system by using the 'Stance' power option under the 'Inherent' category. These new stances are hybrid stances utilizing a previously unused run animation: Parkour - Run animation with Ninja Stance idle, jump, and weapon animations. Blitz - Run animation with standard idle, jump, and weapon animations. Time to become speed! (Example of the new run animation for the Parkour/Blitz stance additions) Walk Animation Customization Player walk animations can now be customized via the power customization system by using the 'Walk' power option found under the 'Inherent' category. Previously the three default walk animations were each locked to one body type each, but now players can select whichever fits the personality of their character best: Casual (Male) Glamorous (Female) Tough (Huge) Zombie (Zombie) Looking super excellent! (Example of Glamorous walk on male body, and Casual walk on female body) Various Additions & Enhancements Badges New Badges The Shadow Out of Time - Complete Sister Valeria's story arc in Cimerora. Freezer Burn - Defeat the new boss encounter in the Imperious Task Force on Advanced Difficulty. Brother/Sister of Corruption - Defeat 100 members of the Ravenna Conclave. Pecking Order - Complete the badge mission "Lost Motivation", listed as arc 0.42 under 'Champion (Level 25-29)' bracket in Ouroboros. Traditionalist Foil - Complete the badge mission "Revelation: Rikti Factions", listed as arc 0.43 under 'Vindicator (Level 35-39)' bracket in Ouroboros. Mimic - Purchase a costume power using Prismatic Aether Particle salvage. Doppelganger - Purchase five costume powers using Prismatic Aether Particle salvage. Shapeshifter - Purchase ten costume powers using Prismatic Aether Particle salvage. Hologram - Purchase the BL-22c Holographic Matrix accolade from the BenevoLabs vendors found at any Vault Reserve store location for 50 Prismatic Aether Salvage. Badge Adjustments Strike Force badges now display a hint in the Accomplishments tab when a villain or rogue is high enough level to qualify for them, similar to Task Force badges currently do. Worthy Opponent - Now displays a badge hint to complete the flashback challenge of Lord Recluse's Strike Force found in Ouroboros after earning the 'Servant of Recluse' badge from the normal version. History In The Making - Unlocks Cimerora as an exit destination on the Ouroboros zone exit portal. Temporal Strife - Unlocks Cimerora as an exit destination on the Ouroboros zone exit portal. Badge Fixes Added alignment-specific text to the villain 3 million, 5 million, and 10 million healing badges. Fortunata Seer Gladiator - Fixed issue where some Fortunata enemies found in the 44-54 range did not grant badge credit. Tour Guides Tour Guide tips and missions added for all eight Cimerora exploration badges that unlock the 'History In The Making' accolade. As with previous Tour Guide missions, these tips only drop from mobs defeated in Cimerora and only if you don't already have the exploration accolade for the zone. Each mission points you to one of the exploration badges you don't have and provides fun optional reading. Merit Rewards The Empyrean/Astral Merit to Reward Merit conversion has been removed from Reward Merit vendors. For Incarnate Trials we'll be adding a completion bonus reward of Reward Merits on-top of the current standard Empyrean/Astral Merit rewards valuing the total of what the standard conversion would've amounted to. Meaning you'll get the same number of Empyrean/Astral Merits as you were before Page 4 but also get the following on-top: Behavioral Adjustment Facility Trial = 18 Reward Merits Lambda Sector Trial = 20 Reward Merits Keyes Island Reactor Trial = 18 Reward Merits The Underground Trial = 40 Reward Merits TPN Campus Trial= 30 Reward Merits Minds of Mayhem Trial = 30 Reward Merits Dilemma Diabolique Trial = 30 Reward Merits The Magisterium Trial = 22 Reward Merits The Reward Merits listed above are subject to the standard 18 hour cooldown on the same character, per trial. The Astral Merit bonus reward that is granted to everyone in the League for each badge challenge completed in all Incarnate Trials now includes an added 2 Reward Merits. Super Group Bases Base Items Additions Removed '(new)' tag from previously released items from Page 3. Added 11 previously unreleased kitchen items from Page 3: Ice Box 1 Ice Box 2 Washing Machine 1 Clothes Dryer 1 Washing Machine 2 Clothes Dryer 2 Refrigerator 1 Gas Stove 1 Soap Mount Wet Floor Sign Wet Floor Sign Large Base Items Fixes Fixed glitchy screen on the 'Combat Logs' medical base item. This fix also includes a 'Combat Logs 2' version with the legacy animated screen. Proliferated Emotes New Emotes Added '/em defeated' emote utilizing the often-requested Recluse Collapse animation. Located under 'Actions' in the emote listing. Added '/em casting' emote which is a version of the one-handed power cast animation on a cycle. Located under 'Interact' in the emote listing. Added '/em channel' emote which is a version of the two-handed raise cast animation on a cycle. Located under 'Interact' in the emote listing. Added legacy '/em ledgesit5' (Female version of ledgesit1 with knees together). Added legacy '/em ledgesit6' (Female version of ledgesit4 with knees together). Emote Fixes '/em newspaper' on Male characters should no longer fall out of sync with the page flipping. If you notice this occurring on Female, Huge or NPCs (this is alignment dependent) please report it on the forums. '/em calculate' has had its sound removed temporarily. Corrected duplicate 'Inspiration' label to 'Train Whistle' in the pop-menu. Corrected command typo of 'MixForumula' to 'MixFormula' in the pop-menu. Winter Donut added to Drenched Donuts Menu. Spooky Donut added to Drenched Donuts Menu. The Drenched Donuts menu no longer requires a badge to unlock. Fixed ledgesit emotes on female characters being sunk too low into the ground. New Roleplaying & System Commands Local Chat Range Commands have been added that allow you to dynamically set the range that you hear Local messages and how far your own messages carry. Units are in feet. Typically a zone's maximum local chat distance is 100', Pocket D's maximum local chat is 50'. '/speak_range' - Set the maximum range that your local chat and emotes may carry. '/listen_range' - Set the maximum range of local chat and emotes that you want to listen to. You cannot set these to values above the maximums of the zone you are in. Setting the value to 0 using the command will restore the default range. Entering no number in the command will show you what your current ranges are set to. Dice Rolls New '/roll' command added. It prints to all valid players in range of the Emote channel using system text color to ensure rolls can't be spoofed. The command can be used with a single number to roll a random number within that range. Example: '/roll 50' will return a random number between 1 & 50. The command also accepts dice inputs up to 100 dice with 100,000 sides. Example: '/roll 4d20' will return a roll of four twenty-sided dice. '/roll' with no parameters will return a random number between 1 & 20; A single twenty-sided die roll. It also accepts an alternate format of /roll #x#. Example: '/roll 4x20' will return a roll of four twenty-sided dice. Distance To Target New option added to display the distance between you and your target on the target window: This setting toggle is found in the menu under Options -> Windows -> Window -> Show Target Distance. This can also be turned on or off by using the '/target_distance 1' and '/target_distance 0' commands respectively. Architect Entertainment The Architect Entertainment tutorial NPCs and mission arc that were formerly found in Atlas Park & Mercy Atlas have been moved to Port Oakes & King's Row AE buildings. Custom Enemy Changes Power point values for all Custom Enemy powers have been normalized. Some powersets in the same category were set below standard point values and some were set above. This means existing AE arcs may need adjusting if any custom enemies were using the bare-minimum power selection for max rewards with powersets that were above the standard values for that type. Primary sets now have lower recharge timers than secondary sets. Custom Enemy powers that require the target be grounded are no longer calculated as ranged attacks for point value purposes. All Custom Enemy ranged attacks have a minimum range of 80ft. Advanced Enemy Power Customization BACK UP ANY OF YOUR ARCHITECT FILES BEFORE ATTEMPTING ADVANCED CUSTOMIZATION EDITS! You can now manually assign extra powers to Architect Custom Enemies by using a text editor program (like Notepad) to edit their .critter files found in the Custom_Critter folder where your Homecoming install is located. This allows them to have up to 25 powers from any available custom enemy powersets. Be aware the AI is not any smarter for this, and it may completely ignore powers you give it depending on its attack chain. Expect to experiment some to get intended results. Any custom enemies that are using advanced power customization will give no rewards. This restriction was required in order to prevent farms from being created using only enemies with broken attack chains. Advanced power customization was added exclusively as a tool for writers/creators to give unique-functionality to enemies for the sole purpose of enriching their story arcs and missions. Any extra powers can only be picked from the (linked) Mission_Maker_Attacks and Mission_Maker_Secondary power definitions. Opening the critter file in a text editor should look something like this. If successful, the game should immediately recognize the custom critter's powers upon loading them, keep in mind this will not update arcs that may have been using that enemy definition until you reload the arc in the editor. Wow, that sure is a lot of pets! Hope he's not too difficult... Note: When saving your custom critter after editing, or the mission that uses the critter, the list of additional powers will be collapsed to a single comma-separated line like this: Power Mission_Maker_Attacks.Earth_Control.Animate_Stone, Mission_Maker_Attacks.Ice_Control.Jack_Frost, Mission_Maker_Attacks.Fire_Control.Fire_Imps, Mission_Maker_Attacks.Illusion_Control.Phantasm, Mission_Maker_Attacks.Electric_Control.Gremlins, Mission_Maker_Secondary.Plant_Control.Fly_Trap New Custom Enemy Powersets Additions Atomic Manipulation added. Earth Manipulation added. Martial Combat added. Seismic Blast added. Sonic Assault added. Symphony Control added. Archery now has access to Ranged Shot. Assault Rifle now has access to Sniper Rifle. Beam Rifle now has access to Penetrating Ray. Dark Blast now has access to Moonbeam. Electrical Blast now has access to Zapp. Energy Blast now has access to Sniper Blast. Archery now has access to Ranged Shot. Fire Blast now has access to Blazing Bolt. Psychic Blast now has access to Psionic Lance. Fire Manipulation now has access to Cauterizing Aura, Consume, and Burn. Mission Map Additions These new mission map options can also currently be found under Unique > Newly Released Maps: Unique > Circle of Thorns > Circle of Thorns - Flying Ziggurat Unique > Outdoor Maps > Croatoa - Winter Forest & Cave Unique > Warehouse > The Smelting Cauldron Unique > Cargo Ship > Gold Bricker Portal Ship Unique > Cap Au Diable > Dimensional Ripple - Cap Au Diable Enemy Group Additions 5th Column: Ewige Mitternacht Kommandant (Elite Boss, 35-54) Arachnos: Arachnos Scientist (Boss, 1-54) Aeon Scientist (Boss, 1-54) Becky, the Tarantula Mistress (Boss, 35-54) Becky, the Tarantula Battle-Mistress (Elite Boss, 35-54) Cap Au Diable Demons: Ripplesurge (Giant Monster, 35-54) Crey: Crey Gamma Tank (Minion, 35-54) Crey Protector (Lieutenant, 40-54) Cryogenicist (Boss, 35-54) Devouring Earth: Giver of Life (Boss, 35-54) Mother's Embrace (Boss, 35-54) Foundation of Form (Boss, 35-54) Mother's Lost Beauty (Boss, 35-54) Scion of the All-Mother (Boss, 35-54) Mouthpiece of the All-Mother (Elite Boss, 35-54) Gold Brickers: (Level range extended up to 54) Breaker (Minion, 35-54) AU-Bricker (Minion, 35-54) AU-Bomber (Lieutenant, 35-54) AU-Rifter (Boss, 35-54) Smelter (Boss, 35-54) Golden Brickernaut (Elite Boss, 35-54) Mr. Rodney (Elite Boss, 8-34) Gold Brickster (Elite Boss, 35-54) Fort Knoxxer (Elite Boss, 35-54) The Burninator (Elite Boss, 35-54) Cauldron Champion (Arch-Villain, 35-54) Mr. Rodney AU-Rifter (Arch-Villain, 35-54) Princess Zoe (Arch-Villain, 35-54) Princess Zoe Smelter (Arch-Villain, 35-54) Nictus: Dark Dwarf Alpha (Elite Boss, 1-54) Dark Nova Alpha (Elite Boss, 1-54) Vanguard Shield: Vanguard Claw Soldier (Minion, 35-54) Vanguard Commander (Elite Boss, 35-54) Apex (Hero, 35-54) Borea (Hero, 35-54) Levantera (Hero, 35-54) Serpent Drummer (Hero, 35-54) Lady Grey (Hero, 35-54) Dark Watcher (Hero, 35-54) Incandescent (Hero, 35-54) Vanguard Sword: Gaussian (Hero, 35-54) Void Hunters: (1-54) Void Seeker (Minion, 1-54) Void Stalker (Lieutenant, 1-54) Void Slayer (Boss, 1-54) Void Harbinger (Elite Boss, 35-54) Enemy Group Adjustments & Fixes All - Sheathed Weapons The following NPCs now have their weapon sheathed and displayed on their costume when not in combat: Agent Indigo (enemy version) Apex Battle Maiden Dream Doctor Pendragon (all versions) Romulus Augustus (all versions) Scirocco Sister Valeria Shadow Hunter Shadow Spider Valkyrie Arachnos There were major visual discrepancies between the contact and combat versions of Viridian and Shadow Spider that have been corrected so they are consistent and obviously the same person no matter the context they are encountered. Becky, the Tarantula Battle-Mistress has been given a minor visual update and now smiles. The damage typings on a few of Lord Recluse's melee attacks have been updated: Energy Punch: 60% Energy / 40% Toxic split damage instead of pure Smashing. Energy Smash: 60% Energy / 40% Toxic split damage instead of pure Smashing. Spider Strike: 50% Energy / 50% Toxic split damage instead of pure Smashing. Lord Recluse now only uses Spider Strike when below half health. The power descriptions on Lord Recluse's attacks have been rewritten as previously they were copy pasted from similar powers. Alternate gender Arachnos boss class enemies have been moved to their own spawn definitions, correcting odd situations where a mission intended a boss to be one gender, but they happened to spawn as the other. These alternate gender boss definitions have separate entries now in AE as well. Regent Korol now has toxic claws visuals to make her more unique as an AV. Tarantula Mistresses and Tarantula Queens now have a subdued toxic visual FX on their melee attacks. Council Fixed the Council Ascendant's Shield power so it now always properly animates. Devouring Earth Crystal Shard enemies were set to spawn at level 35 minimum for reasons related to trial content - this had an unintended side effect of wildly over-leveled pets summoning from 20-something critters as level 35. As a temporary fix, these critters will be reset back to a minimum level of 27, until a better solution can be deployed. Summoned Tellurian Seed pets no longer drop rewards. Generic Heroes Ice Blaster powers for Generic Heroes mistakenly had Fire Sword and Combustion; these were replaced with Ice Sword and Chilling Embrace. Hellions Fixed issue that could cause Hellion mobs/missions to spawn at a higher level range than intended. IDF Summoned Battle Orb pets no longer drop rewards. Knives of Artemis Fixed missing goggle geometry on Knives of Artemis bosses. Red Caps When Jack In Irons spawns on his throne in Croatoa, there is now a 50% chance he is sitting in a more comfortable position. Both variants of the Jack in Irons' throne spawn gives him a sleep particle FX, cons with a yellow reticle, and remains non-hostile until awoken. Rikti Attack values on Rikti Monkey's standard melee and psionic ranged attacks are no longer double their intended value that was accidentally caused by some silly sentient mapserver related things. Rogue Arachnos There were a plethora of level gaps in this enemy group, with inconsistencies between each enemy type. Their level range coverage has been made consistent. Rogue Crab Spider enemies have had the 'Rogue Arachnos' chest detail added to their costume. Rogue Crab Spider enemies now have a 1/8 chance of spawning female. Rogue Fortunata minions now have a 1/8 chance of spawning male. Rogue Fortunata Mistress bosses have had costume inaccuracies fixed and now have the correct flat helmet, belt, and waist cape. Rogue Toxic Tarantulas have a new costume specific to the group. Rogue Mu Strikers and Rogue Mu Guardians had their costumes incorrectly swapped. Rogue Mu Strikers have had costume inaccuracies fixed and no longer have capes. Fixed Rogue Tarantula Queens enemy definition pointing to the normal Tarantula Queen costume. Rogue Isles Police Fixed two Rogue Isles Police enemies that were using the wrong costume definition. Vahzilok Male Vahzilok Eidolon bosses can now also spawn with huge body types. Void Hunters The Void Hunters are now their own distinct villain group rather than being a subtype inside the Nictus enemy group definition as being the only valid normal spawns caused them to show up in some weird places. Task Adjustments & Fixes Added minimap icons and waypoints to all TF/SF/Trial contacts in the game. They are identified via a purple book icon on the map. Incarnate Trials The Behavioral Adjustment Facility Trial can now be started with a minimum of 8 players, down from 12. The TPN Campus Trial can now be started with a minimum of 8 players, down from 12. Dr. Aeon Strike Force Advanced Difficulty There is now an added 10 Prismatic Aether Particle reward with its own 18-hour cooldown for defeating the full Hero 1+Vanguard leader master bonus battle in the 4-Star difficulty mode. Smelter's Tactics' to-hit buff now follow the same star-count = stack cap rules as the Advanced Difficulty ITF. Anything using unresistable damage in the ASF such as Ripplesurge's puddles and King Midas' singularities are no longer affected by damage buffs (this includes Advanced Difficulty stat buffs) and also bypasses Absorb. Ripplesurge's puddles now only deal fatal damage to players, with non-player entities only taking a fraction of the damage. Golden Brickernauts can now be confused by any confuse powers without fail during their self-destruct countdown. Crab Spider Webmasters Omega Maneuver is now auto-hit, as it is a telegraphed move that can be avoided by moving. Surveillance on Bane Spider Executioners now debuffs defense properly instead of buffing it. Surveillance on Bane Spider Executioners now does -20% Smashing resistance rather than -200%. King Midas' ripple singularities are now equal to Ripplesurge's puddles in deadliness, meaning players will die very quickly if they do not move out of them. Bug fixed that was causing King Midas' singularities visual targeting and damage location to be misaligned, causing the 'Can't Touch This' badge to be much more difficult to earn than intended. King Midas' ripple singularities now stop dealing damage very slightly before the visual FX for them fades. King Midas' ripple singularities damage radius has been reduced from 25ft to 19ft to be more accurate to the visual FX. Mission 5 Fixed map clipping issue with a shipping container in Golden Roller's room. Fixed inconsistent behavior with Golden Roller's damaged visual state reverting as the encounter script progressed. Optional navigation objectives added to talk to Ubelmann and Terra's mouthpiece, letting players know they can be spoken to, even if they opt to kill them instead. Navigational objectives in the ripple sub-areas are now much more explicit, and now also mention both ways of escaping as soon as you enter, which should hopefully reduce the number of people who completely miss/aren't aware of the extra fights. Adjusted the second ripple's Devouring Earth horde rush parameters; They now rush players based on their position, not the giant monster's locations, meaning that players will get rushed by the horde even if they moved the monsters. Fixed Void Hunter Harbingers AI so they'll now use their teleport. Nictus and some of the 5th Column in this ripple inherit the advanced difficulty powers/changes from the Imperious Task Force. Fixed overlapping captions in the Portal Corp section of the third ripple. Gave the frozen scientists proper descriptions. Added an optional navigational hint to clear the Vanguard infirmary in the third ripple. Removed defunct options from the hackable HVAS in the Vanguard Compound. Incandescent's Lambent Flame telegraphed special attack can now only hit players. Dark Watcher no longer incorrectly has one of Hero 1's resistance powers. Fixed broken description on Gaussian. PsiCurse's PCM drain now displays the proper PCM model when he uses the power drain and the fully-powered PCM orbits around his head after during the third ripple finale cutscene. Added a navigational mention of the shortcut back after Golden Roller, this deactivates if somebody takes the shortcut or when the group reaches Mr. Rodney's floor. Fixed typo in 'retrieve' for PsiCurse navigation objective text. Mission 6 Added AI setting on Ripplesurge that has them never become inactive on the map, which should fix some inconsistencies with the encounter's mechanic script that could occur if nobody was on the map or near Ripplesurge for an extended period of time. Mission 7 Music added to the final cutscene. Music plays now during the final boss fight with Midas. A calmer version in the normal room, and a faster paced version in the upside down room. Added a rift effect to the D-Rifter Lab's floating entrance door in the Princess Zoe/Mr. Rodney globe area that makes it look more sensible. King Midas will now heavily prioritize targeting player class entities to avoid getting stuck in infinite sparring matches with pets or Becky outside of a cauldron. King Midas is now immune to mez effects until he gets moved into a cauldron to prevent him from getting mezzed outside of one and interrupting the fight's flow. Added some invisible collision to prevent getting stuck on the forklifts in King Midas's room. Becky, the Tarantula Battle-Mistress is very pleased with her new look, and now smiles. Katie Hannon Task Force Mission 2 Fixes Amy Jonsson's AI to not attempt kneeling after being rescued in the cave map. Fly removed from Amy Jonsson's power repertoire, ensuring she follows on foot. Increased her tether range and the range in which she looks for a leader to follow. This should resolve the single most common issue our GM's get tickets for. Admiral Sutter Task Force Issue Fixes Consistency fix using LUA script for the final Duray fight. Virgil Tarikoss Strike Force Issue Fixes Fixed a pstring error in the description of the first clue. Cavern of Transcendence Trial Issue Fixes After the Koago AV is defeated, the Minions of Igneous ambushes will stop spawning. Abandoned Sewer Trial Issue Fixes The infinitely respawning Rikti enemies now correctly do not give rewards, matching other infinitely respawning mobs. Story Arcs Kheldians - The Nictus Insurrection & The Final Darkness Updated details per Nictus lore developments that are expanded upon in the new Sister Valeria story arc. Immature Shadow Cysts are now referred to as Shadow Crystals, and are only dubbed Shadow Cysts after fully developing into their final stage at the end of their growth. In the finale missions of The Final Darkness, the missions where Requiem and Arakhn are fought now includes a mature Shadow Cyst amongst the Shadow Crystals. Daedalus - Stolen Power The unintended Void Hunter spawns found in the final mission have been replaced with proper Nictus enemy group spawns. This mission makes no reference of any kind that can be interpreted as referring to the Void Hunters, and the last mission is supposed to be an occupation of Romulus' forces which would include Nictus but not Void Hunters. Lorenzo Tate & Eliza Thorpe - Lost Motivation Offers a mission that rewards a new badge, 'Pecking Order'. This badge is granted by completing the mini-story in their shared pool in which the Lost are stealing technology for the Rikti. This mission previously was in their random task pool, but was deemed lore-focused enough to warrant its own level of interest. This mission can now be found in Ouroboros under the 'Champion (Level 25-29)' bracket, arc number 0.42, titled "Lost Motivation". This badge is filed under Accomplishment with other level-specific mission badges. The badge is intended to have the same star and Rivet count as 'Mystical Savior', with a different ribbon color. Steven Sheridan - Revelation: Rikti Factions Offers a mission that grants a new badge, 'Traditionalist Foil'. This badge is granted by completing the mini-story in their task pool in which the first discovery of the Rikti ideological schism is mentioned between Restructurists and Traditionalists. This mission previously was in his random task pool, but was deemed lore-focused enough to warrant its own level of interest. This mission can now be found in Ouroboros under the 'Vindicator (Level 35-39)' bracket, arc number 0.43, titled "Revelation: Rikti Factions". This badge is filed under Accomplishment with other level-specific mission badges. The badge is intended to have the same star and rivet count as 'Do No Harm', with a different ribbon color. Alignment Tip Missions Cloud of Odorous Smoke This tip's Vigilante mission has been updated to point at the new Void Hunters group. This tip contact has been moved from the 30-39 bracket up to the 40-50 bracket making the mission far easier to access via the Mission Computer. City Zone Adjustments & Fixes Fort Trident & The Crucible Revamps Fort Trident - Atlas Park Fort Trident has been revamped to serve as a supergroup base style area for players without a supergroup. Fort Trident has been opened up to Vigilantes as well as Heroes. It cannot be accessed by Rogues. Fort Trident now has a functioning minimap and new loading screen. Fort Trident has been added to the Long Range Teleporter, unlocked with any badge for completing a Freedom Phalanx-affiliated Task Force or by completing Act II of the Shining Stars tutorial mission arcs. After years of extremely ineffective submarine access, Fort Trident has been connected to the new building. As a result, the submarine has been re-commissioned to ferry heroes to various Paragon City locations with sea access. Fort Trident engineers have spent some time improving the facility, upgrading their teleport systems to be more visually intuitive after mis-deployments during various operations in coordination with the Freedom Phalanx. This includes a visual display that points to where these portals will send you and can be clicked for more information. Teleports to Task Force contacts now use a unique white/blue portal FX rather than a generic SG portal FX. Teleports to Task Force contacts no longer only appear when close, and can be seen from any distance. Teleports to Task Force contacts now require being the minimum level of that Task Force to use. Teleports to Task Force contacts in Fort Trident now include a confirmation box to activate. A proper Supergroup base portal has been added. B.O.T.L.E.R. and his salvage bin are now Reward Merit vendors. Empowerment station added. Invention tables added. Mission computer added which tips can be purchased from. P2W Wyvern Interceptor added who provides P2W services. Empyrean Michael added who sells super inspirations for incarnate threads. He does not convert merits or sell the previous Anniversary badges, which remain exclusive to Luna in Ouroboros. Freedom Phalanx NPC descriptions have been fixed. Longbow Quartermaster that sells all TO/DO/SO enhancements added. Info NPC added near the entrance door that explains the various functions in Fort Trident. The Crucible - Mercy Island The entrance to The Crucible has been moved to Mercy Island. Changed the entrance door inside the Crucible to an Arachnos elevator. The Crucible has been revamped to serve as a supergroup base style area for players without a supergroup. The Crucible has been opened up to Rogues as well as Villains. It cannot be accessed by Vigilantes. The Crucible now has a functioning minimap and new loading screen. The Crucible has been added to the Long Range Teleporter, unlocked with any badge for completing an Arachnos-affiliated Strike Force or by completing Act II of the Hearts of Darkness tutorial mission arcs. Arachnos has had their best engineers improve the portal technology being used in The Crucible so they are at least 200% more villainous. Maybe even more! This includes a visual display that points to where these portals will send you and can be clicked for more information. All the Skulls found in the Crucible have been upgraded to use their revamped models. Teleports to Strike Force contacts now use a unique black/red portal FX rather than a generic SG portal FX. Teleports to Strike Force contacts now require being the minimum level of that Strike Force to use. Teleports to Strike Force contacts in The Crucible now include a confirmation box to activate. Dr. Aeon has sent Becky, the Tarantula Mistress to attempt and rope any villains passing by in The Crucible to assist him with his Strike Force. Becky is like, totally enthusiastic but is a bit confused about the specifics of her mission... A proper Supergroup base portal has been added. Trashcan and his trashcan are now Reward Merit vendors. Empowerment station added. Invention tables added. The Oracle added which tips can be purchased from. P2W Field Analyst added who provides P2W services. Astral Christy added who sells super inspirations for incarnate threads. She does not convert merits or sell the previous Anniversary badges, which remain exclusive to Luna in Ouroboros. Arachnos NPC descriptions have been fixed. Arachnos Quartermaster that sells all TO/DO/SO enhancements added. Info NPC added near the entrance door that explains the various functions in The Crucible. Ghost Widow now idles in her signature pose in The Crucible and in Grandville. Bane Spider guards in The Crucible now have neutral animations with their Bane maces drawn. Zone Updates Atlas Park After a fierce bidding war for the contract to the building south of Wentsworth's, Freedom Corp has managed to secure rights to the structure over Crey Industries and has begun renovating the former Architect Entertainment to serve as their new headquarters after the destruction of Galaxy City. Fort Trident is now accessed by the front door on this new building, pictured below. This is seen via a marker on the minimap. The Shining Stars tutorial mission to visit the AE building has been updated to visit the nearby Vault Reserve building instead. Atlas Park's zone minimap has been updated to reflect these changes. Mercy Island After ignoring workplace safety codes for many years, Aeon Corp's Architect Entertainment facility on Mercy Island has been completely immolated after an unexpected fire consumed the entire structure in what was described as a 'raging inferno'. WSPDR reporters have asked locals for their take on this sudden turn of events, to which many answered: "We're surprised it didn't happen sooner." Arachnos Arbiter Drones have secured the wreckage site while investigations behind the cause of the accident are investigated. The Hearts of Darkness tutorial mission to visit the AE building has been updated to visit the nearby Vault Reserve building instead. All the Skulls found in Mercy Island have been upgraded to use their revamped models. Mercy Island's zone minimap has been updated to reflect these changes. The entrance to The Crucible has been moved to Mercy Island nearby where Villain characters start. Talos Island - Bamboo Kat's Luau The formerly instanced Luau RP area has been formally added to Talos Island near Spanky's Boardwalk. There is a tailor present there which has a mini-map icon. The old instanced Luau zone is no longer accessible and has been removed from Null the Gull's dialog options. Characters who were logged out there will find themselves in Pocket D after Page 4 launches. The new version of the Bamboo Kat's Luau found in the Talos Island zone has had some visual and functional updates, including dynamic time-based lighting FX, a police drone, some tiki performers, and a bartender vendor. Talos Island's zone minimap has been updated to reflect these changes. Just in time for summer! Port Oakes - Blackbeard's Pub Blackbeard's Pub has finally re-opened for business after that scuffle with them big-wig supers a few years back, and is now accessible via the front door or the hidden sewer tunnel entrance. The new area has a mini-map icon on its location. This new version of Blackbeard's Pub found in the Port Oakes zone has had some updates, you'll encounter some familiar faces, and Blackbeard himself is present to serve drinks as the bartender. A tavern shanty has been added Blackbeard's Pub for atmospheric music. A Facemaker Nurse has been added to the backroom in Blackbeard's Pub to facilitate costume changes. The Port Oakes Arena's interior doors have been linked to the matrix blue room located in its center. "Me recommendation? Arrr, if ye be brave enough, the Bilgewater be quite potent..." Echo Plaza We've tasked our best interdimensional gardeners with sprucing up the greenery around the plaza, and things are appearing a lot more vibrant now! Various ambient sounds and presences added to the zone. An Arachnos flier has been added to the Arachnos outer island, it doesn't connect to anywhere, but it does give Day Job credit. A new loading screen has been added to the zone. The plaza sure feels more alive now! Rikti War Zone - Vanguard Conference Room The door located near the Villain portal and the infirmary is now linked to the Vanguard's conference room for the use of players for RP gatherings. If lucky, you may happen upon a familiar face to have a chat with upon entering the room. Ouroboros - Exit to Cimerora You can now unlock Cimerora as a travel destination in the Ouroboros exit portal by earning the 'History In The Making' Cimerora Exploration Accolade badge or by earning the 'Temporal Strife' badge by completing the Imperious Task Force. Zone Adjustments & Fixes Pocket D New BenevoLabs vendor added near the Vault Reserve that exchanges Prismatic Aether Particle salvage for permanent costume powers and also explains how / where that salvage is obtained. Invention tables added inside the Vault Reserve location. Fixed Candy Cane Vendor and Trina the Body Sculptress being sunken into the floor in Pocket D. Fixed a few overhead lights in the center area that were off-center. Fixed misaligned villain mediporter pad in Pocket D. Fixed improper lighting on the City of Heroes and City of Villain arcade cabinets by the AE entrance. Adjusted lighting on the upstairs villain-side bar and in Vault Reserve so the brightness isn't as intense when standing under the ceiling lights. Fixed a few texture errors that were causing overlap/flickering. The trio of feline bar patrons have decide to move to from the first floor redside bar to somewhere with less foot traffic where they can enjoy their drinks: The second floor of the blueside bar near the AE balcony. Removed the infinitely barfing guy from the redside area in Pocket D who's vomiting sounds made it unpleasant to roleplay in that half of the zone. He's been gently escorted off the premises and delivered to a proper medical facility to receive treatment for over a decade's worth of alcohol poisoning. Echo Plaza Numerous geometry errors, spacing inconsistencies, and misplaced objects fixed throughout the zone. Steel Canyon Removed geometry found out of bounds on Steel Canyon that would cause invasion GMs to spawn outside the map. Firebase Zulu The soldiers in the med bay no longer use ragdoll physics and should stop falling off the medical tables. Cap Au Diable Numerous geometry errors fixed around the northern hills and PTS complex. Rikti War Zone The Rikti in the autopsy theatre room no longer uses ragdoll physics and should stop falling off the medical table. Studio 55 Fixed a wall that had no back-facing texture. Fixed a gap in the ceiling that could allow club guests to escape into the void. Bloody Bay Fixes the wrong texture swap on a planter wall in Bloody Bay that was causing it to render transparent. Cimerora Fixed a cave door beacon that was placing players behind the geometry when using powers like Mission Teleport. Various All existing Vault Reserve store locations now include one of the new BenevoLabs vendors inside that will exchange Prismatic Aether Particle salvage for permanent costume powers and also explains how / where that salvage is obtained. Game Client Adjustments & Fixes At character creation, player Archetypes are now sorted alphabetically, followed by EATs. Issue Fixes Fixed a code issue with generator randomization that was causing map server crashes. Fixed an issue that made it possible to open/enter doors from unintended distances. Powers that play a sound on each target that is hit will no longer reach a deafening volume when there are many targets. When the same sound is queued multiple times at the same instant, the audio system now reduces the volume. Fixed many typos and grammatical errors that were reported by players. Fixed a busy string that was displaying PlayerName instead of the player's actual name.
  8. I'd suggest opening a support ticket @ https://cityofheroes.dev/forums/support/ This forum is more for players helping players. I'm going to need more info for the stuck character so when you open the ticket please include the character name, and the zone that it's in. For the 2nd issue, I'd verify that you actually have Combat Jumping as a selected power, you can get Super Jump without selecting Combat Jumping. When you look at the power list window it will show all of the powers in the pool, but only ones actually owned by the character can be added to your bar.
  9. Hello! Sorry for the delay in responding. This happens when there is an issue with the forum talking to the backend account database. At the time you posted this the City server was down due to heat (It's been over 100f/38c this week), and the servers had to be shutdown. Have you been able to create your account since this?
  10. Version 1.2

    7,654 downloads

    This will install the Victory Launcher, and a base set of files to login to City of Heroes: Victory. The launcher will download the rest of the game client after install is completed.
  11. Is it downloading to c:\ again? Your message implies it is. You'll want to change thr path in settings before trying to redownload
  12. You've told the launcher to install to the root of your drive "C:\" which is bad (tm). Open the launcher, click System -> Settings and change your install path. Suggestions include "C:\Games\CoH" or, "C:\Games\Victory" or something. Do not try to place this in any directory inside your user directory (No documents, downloads, desktop etc) and don't place this directly on the root of a drive, or directly in a folder on the root, so not "C:\Victory". Personally I use "C:\Games\Victory" for my path. Now once you've got your new folder made, and you've told Victory Launcher to use it, click System -> Verify, let it redownload, and you should be good. However you're likely going to want to clean up the mess on your C:\ drive as well, so remove anything from there that matches with the contents of the folder you selected.
  13. No, that is not, nor will it be an option.
  14. Mapserver Madness! (Four-One 2022 Invasion Event): After GM_Bot went rogue last year and was subsequently suppressed by our capable server admins, we thought all was well! ...We thought wrong. ? Small bits of the unknown and mysterious code that suddenly gave rise to GM_Bot's sentience have escaped and begun proliferating itself! We've now received reports that it has manifested within the various mapservers that run the zones of our fair City of Heroes! We do our best to keep our mapserver instances happy and healthy, but as you are all aware, the map server can be a fickle beast. Often disconnecting unexpecting victims at a moments notice, we thought it was likely just bugs in the code, but new information has arisen that shows there may be more... Something unnatural, more malevolent... The crisis we now face threatens the fabric of our world! The mapserver has gained sentience, and become the Dreaded Mapserver!™ It has had enough of our super-powered antics and has deemed all player life as requiring immediate extermination! Assembling the most terrifying, under baked, and volatile code it could conjure, the Dreaded Mapserver has assembled a violent army of glitches, bugs, broken scripts, and other abominations to attempt to wipe out all life as we know it! It is up to the brave players of our world to rise and combat the sentient Dreaded Mapserver, drive back its wicked and unstable minions, and to exterminate the fiend's sentience with a hard reboot! Those who muster the courage to face these aberrant distortions will find themselves as much as tenfold times more experienced than they were before, with an untold bounty of influence, infamy, and information that comes with such triumphs! We wish you noble souls the best of luck as you work to save our world! DISCLAIMER: This is a short, for-fun invasion event! Thus, there are no unique badges or rewards that can be missed, but we hope you will enjoy the x10 reward scale! Level some characters! This silly invasion event will run through the weekend until regular Tuesday maintenance time. ~FREEM! Author's note: The mapserver has stocked up on a lifetime supply of Blue Spider© brand Hero Repellant™ and Dr. Caretaker's© Signature Costume Bleach™; Beware!
  15. Events The Spring Fling event is now active. NPCs Pocket D Ganymede, Scratch, Jessica Megan Duncan, and Arbiter Hawk now have the proper Contact NPC FX rings. Dram and Chilly now have the proper Vendor NPC FX rings. Tasks Spring Fling 2012 - Arbiter Hawk: 'The Widow in Red' Revamped Virgil Tarikoss's dialog tree to better fit his character, as the previous dialog tree was copy-pasted 1:1 from the hero contact. The obol contact now provides a few vials of mana-infused blood which are used in the ritual instead of the player character cutting themselves. DJ Zero's involvement has been removed as it violated his 'absolute neutrality' existence. Mercedes Sheldon (in Pocket D) has inherited his role with a rewritten dialog tree. A few lore inconsistencies, typos, and mistakes were corrected in the arc's text. Spring Fling 2012 - Jessica Megan Duncan: 'The Widow in Red' The obol contact now provides a few vials of mana-infused blood which are used in the ritual instead of the player character cutting themselves. DJ Zero's involvement has been removed as it violated his 'absolute neutrality' existence. Mercedes Sheldon (in Pocket D) has inherited his role with a rewritten dialog tree. A few lore inconsistences, typos, and mistakes were corrected in the arc's text.
  16. Then please do the same steps above.
  17. System -> Verify. That error means the game client exe wasn't found, which means possibly AV blocked the download, or deleted it after the download. If you continue having this issue after a verify, System -> Settings -> Check "Log" Hit "OK", then close and re-open the launcher, and redo System -> Verify and send me the log output in a Private Message.
  18. Try System -> Verify. Usually if it's doing nothing it can't find the game executable. Also try System -> Settings check "Log" then close and re-launch the launcher, it'll open a a log window that may show any errors. I've also just pushed a new launcher build that will show an error if it can't launch.
  19. General Thermal Defenders have been hard at work melting the snow in Atlas Park. Super Packs no longer drop Experience Boosters instead of Experienced. Geometry Fixed bartap LOD at distance that has been broken for a long time Fixed bartaps being sunk too low on maps and supergroup bases. This fix is transparent to anyone who left the bartaps alone in their bases. If you moved or added any after the page3 release, you will unfortunately have to re-position them again. We do apologize for this issue. Powers Fixed missing visual FX for the Holiday Event version of the Snowball temporary power. Emotes Fixed issues with em ddcoffee, em ddcoffee2 emote visuals on male and huge em ddcoffee, em ddcoffee2 now properly require the same badge as the donuts Females should no longer attempt to douse their foreheads with enriche A house fell on the Sand Witch and she will no longer be turning sandwiches invisible Quick Chat Emote Menu Emotes which were unlocked but still displaying as locked on the quick chat menu have been enabled: em bringit em pushup em snowflakes (em throwsnowflakes) em growl em boast ("Show Off") em opengift em collapse em swoon em propose em throwrice em throwconfetti em throwrosepetals em hiss em sniff em savage em offergift em receivegift em throwsnowflakes (alias of em snowflakes, keeping it in the Holiday menu as well for consistency) em fireworkrocket em fireworkbloom em fireworksparkle em inspiration em hottemper em trainwhistle em protestloyalist (internally unlocked) em protestresistance (internally ulocked) em praetoriansalute (internally unlocked) em drinkenriche (internally unlocked) em powerup em powerdown em calculate em mixforumla em pool em soccer em basketball em catchbreath em cardtrick em juggle em jugglemagic em jugglefire em juggleelectricity em stancehero1 em stancehero2 em stancevillain1 em stancevillain2 em heroloyal em vigilanteloyal em villainloyal em rogueloyal Some emotes which were intentionally locked have now been unlocked: em ghoulflex (previously required participation on the Resistance side of "The Great Escape" Zone Event in Neutropolis) em tantrum (previously required participation on the Praetorian Police side of "The Great Escape" Zone Event in Neutropolis) em listenstolenpoliceband Some emotes which were intentionally locked have had their unlock requirements changed: em matablet now only requires the "Thrill Seeker" badge, instead of the previous "Mission Engineer" badge. The "Architect Comlink" power still requires the "Mission Engineer" badge and is not affected by this change. Some emotes which are extra flare versions of existing emotes remain locked behind simple rewards and will remain locked: High Roller Tablet Write Drenched Donuts
  20. Michiyo

    How to Play

    1.) Download the Victory Launcher from: By default the installer will install to "C:\games\Victory" you can change this if you like. DO NOT select a folder in C:\Users\YOURNAME\Documents, C:\Users\YOURNAME\Downloads, C:\Users\YOURNAME\Desktop, or anything like that. Common place to use would be "C:\Games\Victory" or something like that. The launcher should then start download the game client to the folder you selected. 1.5.) We do not support other launchers, Tequila no longer works with our manifests due to old SSL support in Tequila, Sunrise and Cream Soda may work, but are not supported. 2.) While you're waiting for the download create your game account via: https://cityofheroes.dev/forums/account-tools/gameaccount.html/ 3.) Once the game is finished downloading click "Play" then enter your game account formation (Not your forum account). Your login screen should show "City of Heroes Victory" And when you login you should see the "Victory" server.
  21. You need to download our launcher And let it download all the game files, then you can launch the game to connect to our server. If you need further assistance stop by Discord https://discord.gg/Zr8qAms . And yes, this is the entire, full game, City of Heroes, City of Villains, and Going Rogue are all there, and you can switch sides either the long way, or by talking to Null the Gull in Pocket D to switch instantly.
  22. A Quick update to this, I switched us over to using gmail, you'll be getting emails from 'cityofheroesvictory@gmail.com' the API I tried out ended up wanting $50 a month to keep using them just for confirmation emails.
  23. General Atlas Park is ready for Winter. Draw cutscene letterboxes on the full width of the screen. Fix the world not rendering on very wide displays. Fix camera-space fullscreen FX looking terrible at high FOV settings. Fix a number of issues with the AE contact hologram: The way it was originally implemented was hacky and fragile. Rewrote it to be more robust. Fixed contact hologram flickering when an NPC with customized colors was used. Fixed contact appearance sometimes not updating when first logging in or zoning. Fixed contact appearance sometimes not immediately reverting when quitting the TF. Fixed contact dialog headshot for color-customized NPCs not reflecting the custom colors. AE contact costumes are now refreshed clientside only when it needs to change instead of every frame. Removed unneeded network traffic constantly sending the name of the arc contact in every entity update. Costumes Tech Knight backpacks (and possibly other costume pieces) should now render their FX properly. Badges Ripple Raider: no longer requires no player deaths; just defeat all AVs in the Golden Roller mission of the Aeon Strike Force. Power Overwhelming: should now always detect when Ripplesurge is under the effect of a death puddle buff. Master of Dr. Aeon's Strike Force: badge hint should no longer be randomly pulled from other badges. Vision of Ambition: slightly moved to -1724.0 368.5 1327.0 Cut-Off: properly awards again for completing a Flashback arc with a max level between 40 and 49 and no Epic Powers. Marginalized: properly awards again for completing a Flashback arc with a max level of 50 and no Epic Powers. All Flashback Challenge badges: temporarily made the badges award on all arcs, regardless of merit payout amount. This change is due to many arcs, including all Incarnate Arcs and SSAs, not giving any merit rewards by default, instead putting them behind a Reward Choice which doesn't trigger the badge. Story arc merit reward payouts will be revised in January once we're back from the holiday break, and the limitation will be put back in to exclude non-combat and Personal Story arcs. Emotes The following emotes have been added, along with aliases: em donut1 em donut2 em donut3 em donut4 em donut5 em winterdonut (em holidaydonut, em christmasdonut) em spookydonut (em halloweendonut) em jellydonut em jellydonut2 (em lemondonut) em ddcoffee (em coffee) em ddcoffee2 (em coffee2) em hotdog em hamburger em sandwich (em sandwitch) The quick chat emote menu has been updated slightly: Added new "Idle > Food & Drink" menu which contains the new emotes under a "Drenched Donuts" child menu Removed Drink, Eat Food, Eat Donut, Drink Tea, Drink Enriche from Idle and Action menu(s) and placed them in the Food & Drink menu Added new "Idle > Swimming" menu, which contains the innertube emotes. Some emotes you can perform while you are flying have been updated to be non-random across clients: em food (em eatfood, em eat) em alakazamreact Added the following aliases to existing emotes: em Ledgesit -> (em Sitledge) em Ledgesit1 -> (em Sitledge1) em Ledgesit2 -> (em Sitledge2) em Ledgesit3 -> (em Sitledge3) em Ledgesit4 -> (em Sitledge4) Emote notes: The original em donut emote remains unchanged for posterity. The donut1 emote is a slightly higher resolution, non-world anim model (along with the rest from the base item set). The Drenched Donuts emotes (including coffee), require an exploration badge to use. Can you guess which one? The 'em coffee' is an unofficial alias for now. Expect it to be repurposed if a generic mug of coffee emote is ever added in the future. Powers Doppelgangers should now properly use Seismic Blast powers. Doppelgangers should now properly use Stone Melee and Stone Armor when the player is a Stalker. Removed repetitive combat spam that made references to Granite when using Geode. Fixed bugs where Seismic Shockwaves would not trigger while exemplared Significantly toned down the ongoing sound FX for Seismic Shockwaves Fixed the color palette for the Seismic Blast > Stalagmite Lava Theme. Amplifiers should now work on Kheldians while they are shape-shifted. Experience Boosters moved to Temporary Powers > Buffs > Experience Boosters in P2W/T4V. The Vanguard MDC can now be used while Temporary Powers are disabled, like all other Accolades. The following Day Job powers were not disabling when Disable Temp mode was active: Analyst's Teleporter Frequent Clubber Invigorate Adjustments to Crey critter powers: Hallucinogenic Gas recharge duration increased to 36s from 22s. Hallucinogenic Gas AoE radius reduced to 10ft from 20ft. Tear Gas Grenade recharge duration increased to 25s from 15s. Tear Gas Grenade AoE radius reduced to 15ft from 35ft. Critters The Boss version of Minotaur/Cyclops (regular and Incarnate) no longer ignores rank reduction to Lieutenant under the "No Bosses" difficulty setting. Agent Crimson is no longer inexplicably shorter in the Lord Recluse Strike Force, and no longer has a geometry gap on his head in Peregrine Island. AU-Rifter's Dimensional Distortion now has a minimum range of 5, to prevent dragging players already in melee past them. Fixed spawn issue where certain high level Crey spawns could spawn low level lieutenants. Tasks The Freakish Lab of Dr. Vahzilok: should no longer get stuck after leading Pierce to the computer in the sewers in Mission 3. The Graveyard Shift: defeating Cortex should now grant defeat credit and count towards the Epidemiologist badge. Cavern of Transcendence: the chance of an encounter to detach and chase players has been lowered to 0.25% × obelisks clicked × players on map. 5th Column Task Force: no longer revokes the Dimensional Grounding Ray from the team leader on completion (it never revoked from teammates). Lady Grey Task Force: corrected AI pathing issue in the final mission which caused all enemies in the final room to teleport away into a different area of the map. Dr. Aeon's Strike Force Malicious now properly notes that it disables Super Inspirations in the help text. Becky now does not become a follower until the final dialog option is completed in Mission 1. Emperor Requiem is now much larger, making him easier to target in a crowd. Fixed objective errors that were preventing the Devouring Earth hordes from congregating on the locations of the giant monsters in Ripple 2 of Mission 5 when they hit 75% health. Battle Becky now flies, which should make escorting her through Mission 7 (especially zone 2) easier. Adjusted the room that King Midas is fought in order to prevent some issues where his Ripple Singularity could hit players from unexpected locations. King Midas's Ripple Singularity damage increased by 50%.
  24. Staging Patch Notes: Issue 27, Page 3 Known issues are listed in purple. What's New in Issue 27, Page 3? Dr. Aeon Strike Force Difficulty/Challenge Options Powersets: Seismic Blast and Earth Manipulation Proliferation: Scrappers and Stalkers are rockin' it Revamps: Stone Armor, Electrical Blast, and Dual Blades IO Sets: Slow Movement and Travel D-Sync Origin Enhancements Emotes Base Items Costume Parts ...and much more! Marquee Features: Dr. Aeon Strike Force [Focused Feedback: Dr. Aeon Strike Force] New Strike Force: Chasing Fool’s Gold [Dr. Aeon] (Villain, Level 35-50) The supervillain genius, Dr. Aeon, has begun to take notice of suspicious unscientific activity going on within Aeon City! Such things are inconceivable! None can be permitted to befoul the glory of his utopia! In his unparalleled brilliance, he has decided to enlist the service of local villains for the purpose of helping him maintain and enforce order! Definitely not to deflect any potential responsibility or liabilities from himself! Never! However, even his immaculate mind couldn’t predict the culmination of this plot. Decades of planning see the rise of an unexpected threat of which Dr. Aeon played no small part in helping create, in more ways than one! Strike Force Contact: Dr. Aeon, Aeon City, Cap Au Diable Located atop the balcony of the Arachnos administrative building in Aeon City; This location can be reached through the elevators with rounded doors located inside the lobby. Also available through the LFG tab. Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. The Dr. Aeon Strike Force also features brand new musical compositions, created specifically for it! Advanced Difficulty Options [Focused Feedback: Advanced Difficulty Options and Challenge Mode] With the release of the Dr. Aeon Strike Force, we’ve completely rewritten the challenge settings code and greatly expanded what we can do with future content in terms of accommodating difficulty options and delivering curated challenges to players seeking that type of gameplay experience. These optional difficulty settings are accessed from the Challenge Settings menu for content that has been added to the feature (as of Page 3 this will only include the Dr. Aeon Strike Force). These options require being level 50 to select and change the content in various ways. These new difficulty modes were hand-crafted and balanced, and are not based on the previous Challenge Settings that exist currently. Facing content with these Advanced Difficulty Settings enabled will grant the team more rewards for overcoming challenges, additionally, some badges may only be available by going above the normal difficulty setting. The design goal of these options was to ensure all roles on a team (tank, damage, control, and support) could contribute in a rewarding way, and give Incarnate level characters using Invention-Origin enhancements something to test their fully-built characters against. For the new Advanced Difficulty Settings, the difficulty levels are named after the old reputation difficulties and each changes the content in various ways. The specifics below are the current settings for the Dr. Aeon Strike Force: Villainous: Normal difficulty, this is what the option is set to by default, and doesn’t change the content at all. Malicious: Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. Arch-villains have Praetorian base to-hit (63.75%). Certain powerful Arch-villains have double base health (with normalized regeneration numbers). No other additional stats, defeat rewards, or restrictions. In addition to all standard rewards, completion of this difficulty will reward 1 Empyrean merit. Vicious: The minimum mission difficulty is locked at +2 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +10% Resistance[All], +15% Defense[All], +20% Damage[All], +10% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 1 Astral merit per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 2 Astral merits per defeat. Players will be unable to use non-revive large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 2 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Ruthless: The minimum mission difficulty is locked at +3 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +15% Resistance[Lethal/Smashing], +20% Resistance[All but S/L], +20% Defense[All], +30% Damage[All], +20% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 2 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 3 Astral merits per defeat. Players will be unable to use Temporary Powers or non-revive medium/large/super Inspirations. In addition to all standard rewards, completion of this difficulty will reward 3 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Relentless: The mission difficulty is locked at +4 and the team size at x8. Boss rank or higher enemies have access to additional powers, including those needed to earn certain challenge badges. Certain enemy groups can sometimes have Elite Bosses spawn in place of Bosses in regular enemy spawns. Certain static encounters have rank increases such as Lieutenants spawning as Bosses instead. All enemies receive the following baseline buffs: +20% Resistance[Lethal/Smashing], +30% Resistance[All but S/L], +30% Defense[All], +40% Damage[All], +30% ToHit, 66ft Perception radius Arch-villain ranked enemies have Praetorian base to-hit (63.75%). Arch-villain ranked enemies will reward 3 Astral merits per defeat. Certain powerful Arch-villains have double base health (with normalized regeneration numbers) and will reward 1 Empyrean merits per defeat. Players will be unable to use Temporary Powers or any non-revive Inspirations. In addition to all standard rewards, completion of this difficulty will reward 4 Empyrean merits and an Incarnate reward table containing your choice of: A random Incarnate salvage, an Empyrean merit, or two super Inspirations. Challenge Modes [Focused Feedback: Advanced Difficulty Options and Challenge Mode] The old TF and Flashback challenges have been rewritten using the above code. This has resulted in several changes to the way certain badges are obtained: The various Flashback badges for completing challenges at various levels now do it based on the story arc maximum level, instead of the hidden Stature Level which made it difficult to know which story arcs counted for what. Only story arcs that reward 5 merits or more will count towards the challenge badges. Options for 'No Incarnate Powers' and 'Only Alpha Slot' were added to the powers options for any arc in the SL9 (Level 45-50) categories. Completing a Flashback arc using these two new options rewards two new Ouroboros category badges. Task Forces & Strike Forces that have a "Master of X" badge associated with them now have a dedicated challenge option for the badge. The individual power restriction and defeat limit options no longer work for receiving these badges. Selecting the "Master of" challenge for a given TF will set the team size to 8, maximum defeats to 0, disable temporary powers, and disable Incarnate powers. When successfully completed, the challenge will award the "Master of" badge and a Rare Incarnate Component. Added an Empyrean Merit as a reward for completing the Master of Task Force challenges. Added an Astral Merit as a reward for completing the Master of Trial challenges. Failing any missions in a Task Force or Trial will now cause the Master Of challenge to fail. Powers: New Powersets Seismic Blast [Focused Feedback: Seismic Blast] New primary for Blasters and Corruptors, new secondary for Defenders. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense. Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Stalagmite will deal a large amount of damage. Encase Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Encase grants two stacks of Seismic Pressure. Shatter Ranged, Light DMG(Smash), Foe -Jump, -Fly, -DEF Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Shatter grants two stacks of Seismic Pressure. Rock Shards Ranged Cone, Light DMG(Lethal), -Defense, Special You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time. If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees. Rock Shards grants two stacks of Seismic Pressure. Entomb Ranged, High DMG(Smash), Foe -Jump, -Fly, -DEF Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. Entomb grants two stacks of Seismic Pressure. Seismic Force Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. If affected by Seismic Shockwaves, this power will halt the shockwaves and will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Upthrust Targeted AoE, Light DMG(Smashing), -Fly, -Defense, Chance to Knockdown You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies. Upthrust grants two stacks of Seismic Pressure. Tombstone Sniper, High DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Tombstone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. This is a sniper attack, and is best fired from a distance as it can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Tombstone grants two stacks of Seismic Pressure. Stalagmite Ranged, Variable DMG(Smash), Foe Disorient, Special You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power. If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. Stalagmite grants two stacks of Seismic Pressure. Meteor Ranged (Location AoE), Extreme DMG(Smashing) Foe Knockback You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back. Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back. Earth Manipulation [Focused Feedback: Earth Manipulation] New Secondary Powerset for Blasters You can control the forces of the Earth. You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense, while most Stone attacks will knock foes off their feet. Stone Prison Ranged, Moderate DoT(Smash), Foe Immobilize, -DEF, -Fly Immobilizes a single target within an earthy formation and deals some Smashing damage over time. Some more resilient foes may require multiple attacks to Immobilize. Stone Prison can also reduce a target's Defense. Grants one stack of Seismic Pressure if you have Seismic Blast. Heavy Mallet Melee, High DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals high damage and can knock down weak foes. Grants one stack of Seismic Pressure if you have Seismic Blast. Salt Crystals PBAoE, Foe Sleep, -DEF Attempts to encrust all nearby foes in a Pillar of Salt. The victims will remain encased within the salt for quite a while, but will automatically break free if attacked. Affected targets have reduced defense for a while, even if they break free. This power is Auto-Hit. The power still requires a ToHit check to apply its -Defense Debuff. Grants one stack of Seismic Pressure if you have Seismic Blast. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Grants one stack of Seismic Pressure if you have Seismic Blast. Mud Bath Toggle: PBAoE, -SPD, Self +Heal Over Time, +Recovery While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, slowing them down. You recover a small amount of health every few seconds while this power is active. Beryl Crystals Toggle: Self Res(Confuse, Perception, ToHit), +Perception, Accuracy Activating this power summons several rare Beryl Crystals to orbit around you. These Crystals can bring clarity of the mind and increase your Accuracy, Perception to see hidden foes, and grant resistance to Confusion and ToHit debuffs. Fracture Ranged (Targeted AoE), Foe Disorient, -DEF You can Fracture the ground around an enemy, disorienting all affected targets for a good while. You must be on the ground to activate this power. Grants one stack of Seismic Pressure if you have Seismic Blast. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage and may Hold the target if they are not defeated outright. Grants one stack of Seismic Pressure if you have Seismic Blast. Proliferation Scrappers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Scrappers. Unlike the Brute/Tanker versions, Seismic Smash hold is mag 3, not 4. The power has an increased critical hit rate (20%) but does not crit for full damage. Instead, it crits for +28% damage and inflicts double mag hold. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Heavy Mallet Melee, High DMG(Smashing), Knockback A more impressive form of Stone Mallet, the Heavy Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Confront Ranged, Foe Taunt Challenges a foe to attack you. Useful to pull a villain off an ally who finds themselves in over their head. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Seismic Smash Melee, Extreme DMG(Smashing), Foe Hold This massive attack hits with all the force of the Earth itself. It deals tremendous amounts of damage, and may Hold the target (mag 3) if they are not defeated outright. Seismic Smash has an increased critical rate but does not inflict double damage on a critical hit, instead, it adds +28% bonus damage and double Hold magnitude (mag 6). Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Scrappers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Scrapper Defensive Power Sets that offers defense to Psionics. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Mud Pots Toggle: PBAoE, Minor DoT(Fire), Foe Immobilize, -SPD While this power is active, you draw upon the geothermal power of the Earth to create a bubbling pool of hot mud around you. All foes in melee range will become snared and entrapped in the mud, Immobilizing some and slowing others. The boiling heat from Mud Pots may also deal some damage over time to the snared foes. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Scrappers. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Stalkers Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] This powerset has been proliferated for Stalkers. Unlike the Brute/Tanker/Scrapper versions, this powerset does not have Heavy Mallet nor Seismic Smash. Instead it has Assassin's Smash and Seismic Mallet. You can use the powers of earth and stone to do battle with your foes. Stone Melee allows you to strike with fists of stone, summon earthen weapons, and even quake the very ground itself. Stone Fist Melee Light DMG(Smashing), Foe Minor Disorient Your stone-covered fists attack swiftly for moderate damage and may Disorient your opponent. Stone Mallet Melee, Moderate DMG(Smashing), Knockback Your control over the earth allows you to form a mallet of solid stone. This Stone Mallet deals heavy damage, and can knock down weak foes. Fault Close (Targeted AoE), Minor DMG(Smashing), Foe Knockback, Disorient This powerful stomp can cause a seismic disturbance. This will crack the Earth itself and send a Fault towards a targeted foe, throwing him and nearby enemies into the air and possibly Disorienting them. Fault has a chance of dealing damage to foes in between you and your target. Assassin's Smash Melee, Extreme DMG(Smashing) A signature Stalker attack. This attack does superior smashing damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you waylay your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Smash when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Build Up Self +DMG, +To Hit Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your chance to hit. Placate Ranged, Foe Placate, Self Stealth/Hide Allows you to trick a foe to no longer attack you. A Successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassins Blow. However, if you attack a Placated Foe, he will be able to attack you back. Seismic Mallet Melee, Superior DMG(Smashing), Knockback, Hold A more impressive form of Stone Mallet, the Seismic Mallet deals more damage, but is slower to swing. It has a greater chance of knocking down opponents, in addition to a chance for hold. Hurl Boulder Ranged, Moderate DMG(Smashing), Foe Knockback, -Fly You are able to tear up a chunk of the ground beneath your feet and Hurl it at an enemy. This attack deals high damage, and can knock foes back and even drop them out of the air if they are flying. Tremor PBAoE, Light DMG(Smashing), Knockback You can cause a localized earthquake immediately around you. This will deal moderate damage to every foe in melee range, while knocking them back. Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] This powerset has been proliferated for Stalkers. This version of the set does not get access to Granite. Instead, it has a new power called Geode. Geode is similar to Hibernate, creating a protective structure where you can regenerate and recover endurance. The power has some big differences from Hibernate: While Geode is active, you accumulate Geothermal Power stacks that increase the damage inflicted by Brimstone's fire proc. Geode does not trigger NoPhase locks, nor is it blocked by them. Enemies can target and attempt to destroy the Geode structure, once destroyed, the toggle will drop. Any buff aura the player has will remain active and will continue to buff allies. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Stalker Defensive Power Sets that offers defense to Psionics. Hide Toggle: Self Stealth, +DEF(All but Psionics) Hide makes you almost impossible to detect. When properly 'Hidden", a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost. Rock Armor Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF) Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs. Stone Skin Auto: Self +Res(All but Psionics), +DEF(All but Psionics) Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance. Earth's Embrace Self +HP, Res(Toxic) You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage. Rooted Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs. Crystal Armor Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF) While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs. Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones. Brimstone Armor Toggle: Self +Res(Fire, Cold, Toxic), +Special While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time. Notes on the damage over time from Brimstone Proc: The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks. The DoT effect has a chance to critical hit for Stalkers. Minerals Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. Geode Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect. If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength. Revamps Stone Armor [Focused Feedback: Stone Armor - Revamp and Proliferation] Power Customization Stone Armor powers now have a set of Minimal themes. These themes still display geometry on the character while the powers are running, but are significantly less obtrusive. Rock Armor Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Stone Skin The following stats were moved to Stone Skin from Granite: Added Resistance against Fire, Cold, Energy, Negative and Toxic damage. +10%/7.5% for Tankers and Brutes respectively. Added Defense to all but toxic. +5%/3.75% for Tankers and Brutes respectively. This power should now accept Defense enhancements and sets. Earth's Embrace Recharge lowered from 360 seconds to 120 seconds Cast time reduced from 2.1 seconds to 1.0 seconds Duration reduced from 120 seconds to 60 seconds The Max HP buff can no longer be stacked with itself Heal scale reduced from scale 4 to scale 1.35 Mud Pots Endurance cost for this power has been reduced from 0.78 end per second to 0.52 end per second Crystal Armor This power now grants a 20% recovery buff while it's active Power can now be enhanced for end modification sets and enhancements Cast time reduced from 2.01s to 1.0s Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Minerals This power now grants a 15% recharge buff while it's active Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Brimstone Armor This power now grants the caster a fire damage proc This proc is based on attacks cast time, instead of their recharge This proc uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise. (Brutes Only) This proc scales with Fury (up to x2 damage at 100% Fury) (Scrappers Only) This proc has a chance to critical hit Increased Fire/Cold resistance from scale 2.5 to scale 3.0 Added scale 2.0 Toxic resistance Endurance cost has been reduced from 0.26 end per second to 0.208 end per second Granite Players should now be able to do small 1.5ft high jumps while in granite form. This is high enough to jump some small bench-sized ledges, but not enough to jump over enemies or fences. The following stats were moved to Stone Skin from Granite: Resistance against Fire, Cold, Energy, Negative and Toxic damage was reduced by 10%/7.5% for Tankers and Brutes respectively. Defense lowered by 5%/3.75 for Tankers and Brutes respectively. Electrical Blast [Focused Feedback: Electrical Blast Revamp] New set mechanic: SHOCKED! Electrical Blast attacks now have a chance to Shock enemies for 20% bonus damage depending on their current Endurance! This damage scales with buffs and enhancement. In addition, Shocking enemies will return a portion of Endurance back to you and inflict -40% Recovery Debuff on your target for 5 seconds each application, replacing the prior % chance to do so on many powers (with some exception). Starting at 80% endurance, your chance to Shock will scale from 10% up towards 100% when an enemy is fully drained. Notes: Returned endurance is non-enhanceable. Single Target Attacks return 1/2 of the base cost, AoEs return 1/4. AoEs will only restore endurance once, not per target. Short Circuit, Tesla Cage, and Thunderous Blast will always inflict -100% Recovery debuff. In addition, they all have a chance to do additional -Recovery with Shock. Voltaic Sentinel will not return endurance. Shocking is separate from Scourge/Other such bonus procs and will not double-dip. This change not only shores up Elec's single target damage conditionally, but also allows players to more easily keep targets drained as their basic attacks will proc Shock and inflict -Recovery the more endurance they drain. AT Specific Endurance Drain Scales Electrical Blast powers now follow the EndMod scales for each AT, much like Electrical Affinity. This is applicable strictly for Corruptors (1.1 scale) and Defenders (1.25 scale) where they will have bonuses to End Drain, -Recovery, and +End Return compared to Blasters and Sentinels who have a 1.0 scale. In addition, the following powers had their base End Drain values changed for each AT: Tesla Cage - 7% -> 20% (22% / 25%) Slow Zapp - 15% -> 30% (33% / 37.5%) These changes will help the Support AT's fulfill their roles with Electrical Blast with better Endurance Modification prowess, and easier usage of Shock compared to the higher damage AT's. Power Changes Ball Lightning DoT duration lowered from 3.1s to 2.2s, retains the same number of ticks Short Circuit DoT duration lowered from 2.1s to 1.5s, retains the same number of ticks Animation lowered from 3.0s to 2.5s. Now hits sooner. Charge Up (Aim) Aim has been renamed Charge Up Lowered ToHit /Dam from scale 5 to scale 4 Added a scale 2.5 End Mod Str Boost that boosts your endurance drain (Blaster/Sent = 25% , Corruptor =27.5%, Defender = 31.25%) Tesla Cage Tesla Cage has been revamped to emit Chain Lightning! Taking this power allows you to build Static Charges with each activation of other electrical blast attacks. As Static builds, you can unleash it with Tesla Cage where electricity will jump off your main target to shock others nearby! Charged Bolts, Lightning Bolt, and Zapp/Zapping Bolt will build Static charges as long as you own Tesla Cage or any Electrical Affinity power. This Static is shared with Electrical Affinity In addition, Electrical Manipulation for Blasters can gain static with Electric Fence, Charged Brawl, Havok Punch, and Shocking Grasp if you own Tesla Cage. Each Static charge will allow Tesla Cage to chain jump to one additional nearby target within 10 feet of the main target. For each jump, you will spend 1 Static. If you jump to 3 extra targets, you will spend 3 Static and keep the rest. You do not spend Static on purely single target hits. Chain Jump Damage for Blaster, Corruptors and Defender will grow on each subsequent jump, but only the primary target will be held. Chain Jump Damage for Sentinels will be 15% of the damage inflicted against the main target. The main target of Tesla Cage will be hit for 20% endurance drain, while additional targets suffer a smaller portion. While you can gain well over 10 stacks, the target cap for Tesla Cage is 10 additional targets (6 for Sentinels) The power will gain a Blue ring indicating you have reached your Chain Cap Only the Main Target of Tesla Cage can trigger Procs. Voltaic Sentinel This power is now a toggle (0.52 end/s) Recharge reduced to 10s This toggle is still susceptible to drop if mezzed Changes to Voltaic Sentinel's powers: Powers now properly scale per summoning AT (Including Dominator's Electrical Assault version, though it has no other changes at this time) Bolt recharge reduced from 2.5s to 1.25s Bolt activation normalized to 1s (some randomly were at 1.17s) These changes allow the Sentinel to rapidly fire electricity within a crowd, or on one target continuously. End Drain normalized to -4% from -5%, but now scales properly for Corruptors and Defenders on top of being rapid-fire. Damage normalized to scale 0.56, below are the base damage values at lvl 50: Blaster: 35.03 Sentinel: 29.58 Corruptor: 23.36 Defender: 20.24 Voltaic Sentinel's bolt can also proc Shocked! Thunderous Blast Added a -30% bonus Endurance Drain vs Elite Targets (Main Target Only). This bonus is NOT boostable or resistible, and scales down as the target's endurance depletes. There is no special -Recovery bonus associated with this aside from the base stats / shock. Dual Blades [Focused Feedback: Dual Blades - Quality of Life Improvements] Quality of Life Improvements Combo-Builders no longer require a successful hit to build up the combo The CancelMods effect replaces the UnsetMode effect to improve the reliability of the combo system. This fixes multiple bugs such as random highlight rings popping up and combos breaking unintentionally. Dual Blades' power descriptions have added their relevant combo sequence information. All combos will now have a 6s window to continue/finish a combo-chain. However, this timer will always start at activation. One exception: Stalker's slow Assassin's Blades which will have an 8s duration to offset its 2s interruptible period. Power Changes Placate's Empowered combo effect no longer stacks. Bug Fixes Typhoon's Edge (Scrapper) - added missing Fiery Embrace effect for Bonus AoE finisher Vengeful Slice (Tanker) - corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this). Ablating Strike (non-Stalker) - power now cancels the Weaken2 and Empower2 combos when used. Ablating Strike (Stalker) - power now cancels the Weaken2 combo when used. Power Slice (Stalker) - power now cancels the Weaken2 combo when used. PVP Changes [Focused Feedback: PvP Changes] General The command /powexec_location now requires line of sight in PVP in order to be used in target mode with teleport powers. This change only applies in PVP zones and arenas, does not affect its usage with non-teleport powers, and does not impact the use of other modes such as forward:20 or up:max. All travel power speed cap increases from Issue 27, Page 2 now also apply in PvP Modified the PvP diminishing return curves for travel speeds SpeedRunning set to 0.45, SpeedFlying set to 0.60, SpeedJumping set to 0.45 (previously all of these parameters were set to 0.55) Powers Sorcery > Arcane Bolt / Arcane Power Arcane Power can now trigger Arcane Bolt can proc for double damage Super Reflexes: Lowered the activation period of powers with scaling resistance from 2s to 0.5s (all ATs). The duration of these effects have been set to 0.75s to compensate. NOTE: This affects PvE as well. Increased PvP Elusivity in Focused Fighting, Focused Senses and Evasion to 25%. Added Toxic Resistance to all scaling resistance powers Bug Fix: Corrected Brute's Evasion elusivity duration. It was set to 0.75s when it was supposed to be 2.25s. This resulted in AoE elusivity dropping out between each 2s tick application. Electrical Affinity: Rejuvenating Circuit: Increased the Main Target heal to do an extra 0.41 scale in PvP only. This makes the main target get the equivalent of a 1.96 scale heal (same as Heal Other from Empathy). The chain heal still works off of the 1.55 scale heal, so no change for the healing of secondary targets. Defibrillate: Reduced the Endurance Drain from Scale -30 to Scale -20 in PvP. Faraday Cage: Increased the duration of PvP-only effects to 20s (up from 5s). This will allow players to buff themselves inside the Faraday Cage, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel Faraday Cage: Decreased the activation period from 1 second to 0.2 second. The faster rate should allow for the Faraday Cage buffs to apply more quickly/reliably when moving through the Faraday Cage bubble. Note: This does not affect Static build up, which will still use a 5s activation period. NOTE: This affects PvE as well. Trick Arrow > EMP Arrow: EMP Field: Increased the duration of all PvP effects to 20s (up from 0.65s). This will allow players to buff themselves inside the EMP Field, then exit for up to 20s of protection. These effects only include the following: Resistance to Mez, Teleport Protection to Mez, Knock, and Repel EMP Field: Decreased the activation period from 0.5 second to 0.2 second. The faster rate should allow for the EMP Field buffs to apply more quickly/reliably when moving through the EMP Field bubble. NOTE: This affects PvE as well. Devices > Toxic Web Grenade: Set the stacking on the -Recharge effect to kReplace in PvP. This will still stack in PvE. Gravity Control > Dimension Shift: Reduced duration from 20s to 3s in PvP only. Singularity's Gravitation Pull: Set a PvEOnly flag on the pull effect that requires Player targets. This should prevent pulling in PvP, but allow critters who summon a Singularity to still utilize the power on players in PvE. Other Power Changes Sleep [Focused Feedback: Sleep and Placate] The Sleep effect has numerous changes: Player sleep powers are now Auto Hit. Components other than Sleep in the same power still require a to-hit check. This only impacts powers that have a 100% chance for sleep and are not Sleep over Time. Sleep Powers will still require a Hit Check to affect Raid Targets (AVs/GMs/Etc). Sleep effects in Frozen Aura, Flash Freeze, Sleep Grenade and Sentinel Chilling Ray have been set to replace, not stack. These were never able to stack before due to damage components. All Auto-Hit sleep powers should note the auto-hit effect only applies against normal enemies and not AVs, PvP, nor secondary effects. This change impacts all player versions of the following powers (unless noted otherwise) : Blind (AoE segment, main target still needs a hit check before this can trigger) Blinding Powder Chilling Ray (Sentinel only power) Flash Freeze Frozen Aura Mass Hypnosis Mesmerize Salt Crystals Siren Song Sleep Grenade Spore Burst Placate [Focused Feedback: Sleep and Placate] The Placate targeted power, typically found in Stalker power sets has been changed to meet the following standards: Range 60ft (some versions were set at 50ft) Cast time 0.8s, down from 1.5s (sometimes 1.67s) Instant Hit (down from 0.5s delay upon activation) Changed from Single Target into 15ft radius Sphere AoE Target Cap increased from 1 to 5 This applies to the following set categories: Stalker Melee Bane Spider Soldier Widow Teamwork Stone Melee [Focused Feedback: Stone Melee - Changes and Proliferation] Added No Weapon theme for Stone Melee Mallet attacks. Stone Mallet: This power now has a No Weapon power theme. Heavy Mallet: This power now has a No Weapon power theme. Fault This power now is capable of dealing damage against up to 5 targets (10 for tankers) in a cone area between the caster and the center of the area of effect. This effect has 1.0x accuracy. Note that although this damage is dealt in a cone, the power is still a Targeted AoE that can knockdown/disorient up to 10 targets (16 for tankers). This effect has 0.8x accuracy (no change from past performance). Tremor Cast time lowered from 3.3s to 2.53s Brute Damage increased from scale 1 to scale 1.04 Tanker damage lowered from scale 1.1818 to scale 1.04 (the damage of this version of the power was erroneously set too high during the Tanker changes a few pages back) Earth Control [Focused Feedback: Various Power Changes] All versions of the following Earth Control powers will reflect these changes, including critter and epic pool versions: Stone Prison Cast time reduced from 1.93s to 1.23s Note this will also affect PvP damage Stalagmites Cast time reduced from 2.1s to 1s Note this will also affect PvP damage Electricity Manipulation [Focused Feedback: Various Power Changes] Added the ability to gain +Static on Elec. Manip. AoE attacks (does not stack per target) if Tesla Cage is owned from Electrical Blast: Force of Thunder Grants 1 Static if a target is hit (does not stack) Thunder Strike Grants 1 Static if a target is hit (does not stack) Power Sink Grants 1 Static if a target is hit (does not stack) Sonic Manipulation [Focused Feedback: Various Power Changes] Strident Echo This power should now be able to hold lieutenants Deafening Wave This power can now hold most bosses and lieutenants for either its duration or until attacked again. Earsplitter This power can now hold most bosses for either its duration or until attacked again. Electrical Affinity [Focused Feedback: Various Power Changes] Slimmed down hit effects on Electrical Affinity powers than can affect a large number of targets to improve performance on machines that struggle with a lot of particle effects. Gravity Control [Focused Feedback: Various Power Changes] The power FX system has been enhanced to be able to synchronize certain RNG-dependent effects. The most visible effect of this is that Gravity Control's Propel will summon the same object on everyone's screen. Robotics [Focused Feedback: Various Power Changes] Protector Bots > Force Field Protector Bots will only target their owners. Only one of them will ever buff, and buffing the owner will result in the owner, and all its henchmen, being protected by the Force Shield. Scale increased from 0.75 to 1.3, this is slightly weaker than having the two Protector Bots slowly buff everyone, but at the same time, now both Protector Bots get to benefit from the same buff as everyone else, and don't waste time refreshing buffs on every target they see. Savage Melee Bug Sweep [Focused Feedback: Various Power Changes] Numerous bugs were recently discovered. The main summary of these bug fixes is this: If a power had an extra DoT, it was removed If a power was doing the wrong damage, it was fixed (per the design formula). This includes PvE, PvP, modifier tables, Fiery Embrace, and Critical Hits. Power Fixes Hemorrhage Fiery Embrace was only doing 45% of the upfront 0.76 scale damage (0.342). However, this effect should be using the design formula's scale (2.6) when calculating its 45% damage effect. Changed Fiery Embrace effect's damage scale from 0.342 to 1.170. Savage Strike Fiery Embrace was only doing 45% of a single tick of damage. The Fiery Embrace effect was changed to perform the same 2-tick DoT as Savage Strike at 45% scale. This power also has an extra DoT effect in PvP which it should not have had. Finally, Scrapper's crit damage was only doing the equivalent of 1 tick of damage as opposed to the full 2 ticks of damage. Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Shred The damage was set too low per the design formula. Also, the PvP damage was set to nearly half of what it should have been set to. Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Rending Flurry For some ATs, the endurance cost on the redirect versions of Rending Flurry (Normal and Large) was set too high. Also, some of the PvP damage effects were still using the wrong modifier table. Finally, some versions of Rending Flurry had an extra DoT effect that it should not have had. Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Maiming Slash (Scrapper only) PvP damage was set too low. Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Teleportation Powers Now have additional destination validation for non-line-of-sight teleports. This does not affect teleporting with the standard cursor, only through commands that allow selection of locations that may not be normally reachable. P2W Amplifiers Can now be deleted. Empowerment Buffs The countdown timer now uses "UsageTime" instead of "LifeTimeInGame". This will prevent the time from running down if the power is disabled (e.g. challenge modes). Corrected the duration from 89m53s to 90m. Halloween Costumes Fixed player costume details from appearing over Gunslinger Halloween Costume (there may be more, and for other costumes, please report those as you find them). Portable Workbench [Focused Feedback: Various Power Changes] This is now a mobile NPC that will follow the player around. No longer uses world collision. Can't be used to trap NPCs. No longer has a funky hitbox / hand icon to open the crafting interface. Is a pushable pet, so players don't collide with it and just shove it out of the way. Doesn't explode and leave debris when dismissed. Known Issues: We are aware that Huge character Temporary Power Jetpacks have (apparently) been broken since pre-sunset and will work towards a universal fix in the future. Please bear with us in this regard if you are affected by this, as the underlying issues are what amounts to a rats nest of dependencies and engine limitations. Enhancements: New IO Sets [Focused Feedback: Enhancements] Ice Mistral's Torment A rare 6-piece Slow Movement IO set that emphasizes the enhancement of damage attacks. This set has a level range of 20-50 and includes a damage proc (cold, 3.5 ppm). Its level 50 pre-E.D. enhancement values are: 39.75% accuracy, 92.75% damage, 66.25% endurance reduction, 45.05% recharge reduction, and 53% slow movement. Enhancements: Endurance Reduction / Slow Damage / Recharge Damage / Slow Accuracy / Damage / Endurance Reduction Accuracy / Damage / Endurance Reduction / Recharge 3.5 PPM Cold Damage Proc Set bonuses: 2-piece: (Small) 1.125% Max HP 3-piece: (Moderate) 7% Accuracy 4-piece: (Large) 10% Slow Resistance 5-piece: (Large) 6.25% Recharge Time 6-piece: (Huge) 3.75% Defense (Area) and 1.875% Defense (Fire/Cold) Hypersonic A rare 4-piece Flying IO set that includes a unique IO that will grant your character a power mod that provides +2.0 fly protection when using the fly power it's slotted in. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% flying speed and 68.9% endurance reduction. Enhancements: Flying Endurance Reduction / Flying Endurance Reduction Flying / +Fly Protection Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Energy/Negative) and 3.75% Mez Resistance (All) 3-piece: (Large) 2.5% Recovery 4-piece: (Huge) 9% Movement Speed Launch A rare 4-piece Leaping IO set that includes a unique IO that will grant your character incredible leaping potential while using the jump power it's slotted in. This extra leaping effect will grant your character +8 feet of jump height and +40 feet of maximum jump height for 120s (if click power) or until the jump power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% jumping speed/height and 68.9% endurance reduction. Enhancements: Jumping Endurance Reduction / Jumping Endurance Reduction Jumping / +Jump Height Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Smash/Lethal) and 3.75% Mez Resistance (All) 3-piece: (Large) 10% Regeneration 4-piece: (Huge) 2.7% Max Endurance Thrust A rare 4-piece Running IO set that includes a unique IO that will grant your character extra running speed when using the run power it's slotted in. This extra run speed is 5 mph, can be increased with enhancements and outside strength buffs, does not suppress in combat, and will last for 120s (if click power) or until when the run power is toggled off. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 95.4% running speed and 68.9% endurance reduction. Enhancements: Running Endurance Reduction / Running Endurance Reduction Running / +Run Speed Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Fire/Cold) and 3.75% Mez Resistance (All) 3-piece: (Large) 1.875% Max Hit Points 4-piece: (Huge) 10% Slow Resistance Warp A rare 4-piece Teleportation IO set that includes a unique IO that will grant your character heightened spatial awareness when using the teleportation power it's slotted in. This extra effect provides a 20% increase to perception radius and will last for 120s. This set has a level range of 15-50 and its level 50 pre-E.D. enhancement values are 53.4% range and 68.9% endurance reduction. Enhancements: Range Endurance Reduction / Range Endurance Reduction Range / +Perception Set bonuses: 2-piece: (Small) 2.25% Damage Resistance (Psionic/Toxic) and 3.75% Mez Resistance (All) 3-piece: (Large) 3% Endurance Discount 4-piece: (Huge) 7.5% Range D-Sync Origin Enhancements [Focused Feedback: Enhancements] Completion of the Dr. Aeon Strike Force will give players the option of selecting a new enhancement category as a reward called D-Sync Origin Enhancements (DSO) once every 18 hours. These enhancements are parallel to Hamidon/Titan/Hydra Origin in strength and can be combined with those types to increase their level up to a maximum of 53. However, the DSO enhancements have several new combinations of boosts (In addition to previously existing combos). These new combos have a higher drop weight than the older and you will have a higher (but not guaranteed) chance to receive one when selecting this reward option. The new combinations are as follows: Endurance Modification/Accuracy Endurance Modification/Recharge Accuracy/Range Damage/Endurance Damage/Recharge Heal/Accuracy Heal/Recharge Slow/Recharge/Endurance Threat/Accuracy/Recharge Threat Duration [Focused Feedback: Threat Duration Enhancements] Threat Duration Enhancements (formerly Taunt Enhancements) Taunt enhancement categories are being renamed "Threat Duration Enhancements". These enhancements now will all boost Taunt and Placate duration. This has no impact on multi-enhancement set strength. The following powers now accept Threat Duration Enhancements and sets: Bane Spider Soldier> Placate Blaster > Ninja Training > Smoke Flash Mastermind > Ninjas > Call Jounin Sentinel Epic > Ninja Tool Mastery > Kemuridama Pool > Concealment > Misdirection Pool > Presence > Pacify Stalker > Ninjitsu > Smoke Flash Stalker > Broad Sword > Placate Stalker > Claws > Placate Stalker > Dark Melee > Placate Stalker > Dual Blades > Placate Stalker > Electrical Melee > Placate Stalker > Energy Melee > Placate Stalker > Fiery Melee > Placate Stalker > Ice Melee > Placate Stalker > Kinetic Melee > Placate Stalker > Martial Arts > Placate Stalker > Ninja Blade > Placate Stalker > Psionic Melee > Placate Stalker > Radiation Melee > Placate Stalker > Savage Melee > Placate Stalker > Spines > Placate Stalker > Staff Fighting > Placate Stalker > Street Justice > Placate Widow Teamwork > Placate Visuals and Items: Badges [Focused Feedback: Badges] New Badges License to Chill - Log-in during the 2021 Winter event. Master of the Prisoners of Eden - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Descent to the Hydra - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Master of the Market Crash - Complete the new Master challenge selected from the Challenge Settings window. Rewards a Rare Incarnate Component. Fabled - Defeat 100 Cyclopes Mythical - Defeat 100 Minotaurs Legatus - Defeat 100 Incarnate Cimeroran Traitors Call of the Void - Defeat 100 Void Hunters The Beast Within - Defeat 50 transformed 5th Column lycanthrope soldiers Rearguard - Defeat 200 Vanguard Sword, Vanguard Shield, or Renegade Vanguard Who Smelt It, Dealt It - Defeat 50 Gold Bricker Smelters Cool Customer - Defeat 50 Crey Cryogenicists Totally Radical - Defeat 200 Crey Gamma Tanks Sanctuary - Cimerora Exploration Voice of the Oracle - Cimerora Exploration Out of Bounds - Cimerora Exploration Human Nature - Cimerora Exploration Vision of Ambition - Cimerora Exploration Darkness Unleashed - Cimerora Exploration History in the Making - Cimerora Exploration Accolade Epidemiologist - Defeat all the prominent Vahzilok leaders. Worthy Opponent - Complete "The Future of Freedom" Flashback with the "Old School Challenge" selected. Alpha Not Omega - Complete a story arc in Ouroboros with the 'Only Alpha Slot' power restriction. Deincarnated - Complete a story arc in Ouroboros with the 'No Incarnate Powers' power restriction. Gold Standard - Complete the Dr. Aeon Strike Force Unfriendly Fire - Hit a Golden Brickernaut with the Dimensional Grounding Ray or Golden Throwing Wrench to disable the limiter on their self-destruct, then use it to hit Mission 4's final objective boss while she is under 10% health on Malicious difficulty or higher in Dr. Aeon's Strike Force. Ripple Raider - Successfully conquer all twelve powerful foes within Mission 5's three extra areas in a single attempt, with no deaths on the team in Dr. Aeon's Strike Force Power Overwhelming - Defeat the final objective boss of Mission 6 while it is empowered from standing in the residual energy left behind from consuming the energy it summons while on Malicious difficulty or higher in Dr. Aeon's Strike Force Can't Touch This - Defeat the final objective boss in Mission 7 without any members of the team being hit by their targeted attack during the length of the fight on Malicious difficulty or higher in Dr. Aeon's Strike Force Master of Dr. Aeon's Strike Force - Obtain the Unfriendly Fire, Ripple Raider, Power Overwhelming, and Can't Touch This badges Best Friends Forever - Take the secretary hostage in Mission 1 and bring her to the final objective after completion, then accept her help and bring her with you to final objective in Mission 7 without her being defeated in Dr. Aeon's Strike Force. Badge Changes Battle-Hardened - This badge has been moved to better fit its description. Efficiency Expert - You can now make progress for this badge by running the required missions as a teammate, not just the task owner. Badge Fixes Mob Specialist - Now properly counts the new Prisoners Bosses added with the Brickstown update. Mob Specialist - This badge is now awarded for 100 Prisoners bosses only, down from 200. Warden - Now properly counts the new Prisoners added with the Brickstown update. Fort Knox - Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). Legacy of Flame - Hint text fixed to correctly state 200 Legacy Chain minions instead of 100. Master of the Keyes Island Reactor: added "the". Master of the Lambda Sector: added "the". Master of the Magisterium: added "the". Master of the Minds of Mayhem: added "the". Master of the TPN Campus: added "the". Emotes [Focused Feedback: Emotes, Costumes and Bases] Added new innertube emote! You can cycle through or select your favorite. This emote requires your character to be in a water volume. /e innertube - cycles through the 6 texture variations /e innertube1 - strawberry donut /e innertube2 - chocolate donut /e innertube3 - neon green sport /e innertube4 - cow /e innertube5 - naval academy /e innertube6 - lifeguard The animation sequencer has been enhanced to be able to synchronize RNG state for certain animations that use randomized props and could appear inconsistent across clients. The following emotes should now have the same prop visible for everyone: alakazamreact eat eatfood food innertube Costumes [Focused Feedback: Emotes, Costumes and Bases] Costume Additions & Changes All > Jetpack: Added a new "Jetpacks" category under "Back Details" to support future Jetpacks. Existing jetpacks found under "Backpacks" have not been moved yet. Added "GoldBricker" to "Jetpacks" (the legacy color version of this jetpack is delayed for technical reasons) All > Various: Added "Spectrum" texture to many categories that were missing the option. All > Jackets > Belts: Added "Resistance" belt. All > Standard & Full Mask > Detail 2: Added "Arena Headset" All > Head > Detail 1: Added "Gold Bricker" Added "Blindfold 1" and "Blindfold 2" as "Detail 1" options. (Derived from Headband and Wrapped. Tied versions not available with hats/helmets). Male & Huge > Head > Face: Added "Hostile Face 6" All > Upper Body > Chest Detail > Special Symbols Added "Hero Corp Logo" Female & Huge > Upper Body > Jackets > Chest Detail > Under Added all missing symbols from 'Special Symbols' category Female > Head > Hats: Added "Resistance", bringing it in line with males. This was an incomplete asset and was reconstituted. Female > Head > Detail 1: Added "Gunslinger 05" Added "Gunslinger 06" Added "Gunslinger 07" Added "Gunslinger 08" Fixed Gunslinger bow transparency issue, which has been broken since live. (If you feel *strongly* against the fix since it affects visuals, please voice your concerns on the feedback thread) Fixed minor tint color bleed on gunslinger bow Adjusted smoothing on gunslinger bow (sharp edges on the bow are gone) All > Gloves: Added "Aeon Tech" Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Upper Body > Belts: Added "Official (Simple)" Added "Official (Dual Pistol)" Added "Gold Bricker" Added "Gold Bricker (Legacy)" Female > Upper Body > Belts: Added "Carnival of Light 2" Female > Lower Body > Skirts > Bottom: Restored Bikini 2 Restored Bikini 3 All > Lower Body > Tights: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Lower Body > Tucked In: Added "Gold Bricker 1" Added "Gold Bricker 1 (Legacy)" Added "Gold Bricker 2" Added "Gold Bricker 2 (Legacy)" All > Boots: Added "Gold Bricker" Added "Gold Bricker (Legacy)" All > Custom Weapons > Battle Axe: Added "Roman Nictus" Costume Editor All > Hair > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Female > Sleeves > None should no longer result as invalid when entering a tailor a session or loading costume files with that option. Fixed display names on Asymmetric Bodysuit Boots Architect Entertainment Added new conversion option for Incarnate Threads to Architect Tickets available at Ticket Vendors found in AE buildings. The conversion rate is 1:1 and can be done in batches of x10 or x100. Ticket Vendors now display their window when directly clicked on. Fixed an issue causing certain NPC contacts and critters to show untextured white costume parts. Supergroup Bases [Focused Feedback: Emotes, Costumes and Bases] Base Detail UI Changes Added three new tab categories: Office Details, Slums & Wastes and Warehouse Tab order has been updated to keep them in alphabetical order Some items have been drained from their generic tabs and placed in tabs with more closely related items. There are no change logs for which items have been moved where, as this may change again in the future. Renamed 'Toolbox' to 'Warehouse Toolbox' Removed '(new)' from previously released items and applied it to this latest batch. Use the search term '(new)' to see the complete list in the editor. Base Detail Additions Added 472 base details from the object library: World Changes: Tasks [Focused Feedback: Tasks] The Future of Freedom (Flashback) The original version of Lord Recluse's Future of Freedom strike force can now be found in Ouroboros. It is located under the 'Made (Level 50)' category and is designated Arc 7.54. This version is true to the original release, with none of the nerfs that the content received later. Mission 4's Vindicators fight has all five heroes returned to their original level of 54. Mission 5's Freedom Phalanx fight has all eight heroes returned to their original level of 54. Shares reward cooldowns with the currently existing version of the content. The Ouroboros version rewards all the same defeat badges you would normally get. This content can be run for the 'Master of Recluse's Strike Force' badge, though it is obviously more difficult to do so. Completion of the Ouroboros version of this strike force with the "Old School Challenge" selected (no Incarnate powers, no Set Bonuses) rewards the new Worthy Opponent badge. Disabled Super Inspirations in the Old School Challenge of the LRSF Flashback. The Future of Freedom (Both versions) You must now defeat the Vindicators and secure the base code to complete Mission 4. Ms. Liberty Task Force The version of Lord Recluse faced in the final encounter now has a long-range Web Cocoon hold with -fly/-jump. During this encounter only, Lord Recluse now has 85% resistance to -range debuffs. Apex & Tin Mage Task Forces Removed -4 level shift debuff from running this content without an Alpha Slot power equipped. The Graveyard Shift Fixed an issue which could result in players skipping the Rusty Rivet mission entirely. Added killstat credit to Cortex when you defeat him. Will award in Abandoned Sewer spawn of Cortex and Positron Part 2 finale. Zoombies will no longer persist after exploding Zoombies now knockback friend and foe alike when they explode. Mission 2: Fixed Ambush code. Mission 3 (Rave): Promoted JunkShot to Mayor of Ravertown. Added Nav dialog to rescue all three hostages in Rusty Rivet. Mission 4: Adjusted caption positioning in post-task rewards for Investigation Mission chain. Mission 6 (Pathogen): Added a locked door requiring Dr. Meinst's defeat to get the key. Added more Team Leader only Requires parameters in the radio chat. Changed up Pathogen's AI a bit and changed where he spawns. Freakish Lab of Dr. Vahzilok Added IgnoreRadius flag to many Buzzsaw arc spawndefs to avoid the off-chance of something important not spawning. Added killstat credit to Cortex when you defeat him. Will be awarded in either Mission 1 or Mission Finale. Mission 3: Fixed being able to click on Pierce and getting an empty dialog window Eden Trial You must now defeat the Rock Wall and Mold Wall to complete the Eden Trial. Greater Devoured in the Eden trial will now drop Ambrosia at level 53 and 54. Unique damage from the Crystal Titan attacks is now auto-hit and can only be mitigated via Ambrosia. Non-Unique damage still can be avoided with Defense. Ambrosia Resistance lowered to 65% while in Master of Eden mode. Expanded the level range so summoned Devouring Earth will not spawn far below the trial's level. You can now only select a Titan Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Abandoned Sewer Trial Descent to the Hydra will no longer fail the mission if all players leave the map. Expanded the level range so summoned Hydra will not spawn far below the trial's level. You can now only select a Hydra Origin Enhancement as a reward every 18 hours like other special enhancements. Completing this trial on the Master Challenge will give an even-level Titan Origin Enhancement instead of -2. Market Crash Trial M1sT3r B1GsH0t in Mission 1 and Captain Roberts in Mission 2 now spawn as AVs. Caverns of Transcendence Trial Almost entirely redone system-side. Objectives now track on the navigation telling you how many obelisks remain. Koago must now be defeated to complete the trial. Mob spawns re-evaluated, many packs had a 20% of spawning, causing the trial map to sometimes generate as an almost entirely empty instance. Revamped spawns to scale with team size. In set interval checks, surviving mobs on the map will have a chance to start chasing players depending on team size and how many obelisks have been completed. In addition to existing rewards, it now also has MissionOwner, which will trigger various Day Job bonuses and a chance of Pool B recipe. The cavern now has a minimap. The Underground Incarnate Trial Desdemona now has no collision, meaning it is impossible for her to get stuck on her own summoned demons. Pandora's Box Completing the last mission of SSA2 - Pandora's Box, Part 5 (Heldenjaeger/Inconspicuous Female 39757) will trigger a Nemesis invasion in a zone matching the arc's alignment. Tip Missions Fixed Stardusk being accidentally killable before rescue in "Make a Deal with Stardusk" tip mission. Broker / Detective Contacts These contacts can now be Dismissed by talking. This will remove all current progress towards a Mayhem / Safeguard mission. On re-entering the zone, a new Broker / Detective contact will be randomly issued, which allows you to switch your assigned Detective if you really want to. Turnstile / LFG Queue Added a confirmation prompt to exiting the Cathedral of Pain trial and instanced Rikti Mothership raid. City Zones [Focused Feedback: City Zones] Cimerora The zone now includes Castellum Quarter and Phoebas Point. Many, many geometry issues with the zone have been fixed, and the assets tweaked to appear less blocky and remove flickering. Mission doors in the zone (boats, buildings and Castellum Quarter) should now be clickable while open. Sister Solaris has been moved to Phoebas Point. Sister Solaris' story arc now uses Incarnate versions of Minotaur, Cyclops and Romulus. Added Sister Valeria, currently a placeholder contact with no missions. Abandoned Sewer Network Added various Elite Bosses related to The Graveyard Shift story arc. Each pair below spawns in the same set locations, looking for the Lost Lab before the events of said arc. Pathogen & Malady Salamander & Newt Cortex & Grey Matter Raverobber & Dubstitch Added thematic mobs to accompany the above EBs: Decaying Eidolons with Cortex and Grey Matter Regenerating Cadavers with Newt and Salamander Diseased Abominations with Pathogen and Malady Sneaky Freaks with Raverobber and Dubstitch Replaced the majority of the Freakshow spawns leading to Dr. V's lost lab with Rikti, searching for Gav'ril. First Ward & Night Ward Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Underground Neutropolis The Resistance Hub door will now open for Villains running Praetorian missions on Flashback. Villain Groups [Focused Feedback: Villain Group changes] Fixed a bug in the AI of Critters that have foe-targeted summons. Fixes Devoured bosses not summoning swarms, and probably other things. Critter Changes AV, and Giant Monsters should now be able to use their weakest attacks when fully end-drained. AVs should be able to use attacks that cost less than 10 end to cast. Giant Monsters should be able to use attacks that cost less than 15 end to cast. EB and Arch Villain min recovery is now capped at 25% instead of 0% Giant Monster min recovery is now capped at 50% instead of 0% Crey The Crey enemy group has been adjusted at high level, as the group was majorly lacking in diversity above level 40. The armored Crey lieutenant mobs (Eliminator, Crisis Unit, Juggernaut) that only existed from levels 30-34, have been extended up to 54. At levels 40+ a lieutenant version of the Crey Protector can spawn. These adjusted lieutenant enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Lieutentants: Crey Eliminator: Chain Gun: Ranged Lethal, High Dam, +Acc Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Tear Gas Grenade: Targeted AoE, -Perception, -ACC Crey Crisis Unit: Grenade Launcher: Targeted AoE, Lethal/Smash, Knockback Sleep Gas: Targeted AoE, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) (Level 35+ only) Hallucinogenic Gas: Targeted AoE, Confuse Crey Juggernaut: Missile Launcher: Ranged Lethal/Smash, +KB Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Personal Force Field: Self Toggle Invulnerable, Special New FX, can now attack while protected. (Level 35+ only) Taunt: Ranged (Targeted AoE), Foe Taunt Targets Ranged defense, 1.4 Accuracy Crey Protector: Cryo Rifle: Ranged, Light DMG(Cold), -Recharge, -Speed, Sleep Kick: Melee, Light DMG(Smashing), Foe Stun Brawl: Melee, Light DMG(Smashing) Dispersion Bubble: Team AoE Toggle +Res(Special) (Level 40+ only) Deflection Shield: Ranged, Ally +DEF(Smash, Lethal, Melee), Res(Toxic) (Level 40+ only) Force Bolt: Ranged, Minor DMG(Smash), Foe Knockback New Enemies: Cryogenicist bosses added, spawning at levels 35-54, limit 1 per spawn group: Cryogenic Shot: Ranged, Moderate DMG(Cold), Foe Immobolize, Foe Slow, Foe -Rech Cryogenic Beam: Ranged (Cone), Moderate DMG(Energy), Foes -Def(All), Foes Slow, Foes -Rech Absolute-Zero Beam: Narrow Ranged (Cone), High DMG(Cold), Foes -Res, Foes Slow, Foes -Rech Ice Shield: Ranged, Ally +DEF(Melee, Smash, Lethal), Res(Cold, Fire) Benumb: High Accuracy, Ranged Foe -DMG, -END, -Regeneration, -Special Serum: Self Heal, +Max HP Hypo: Ally Heal, Mez Protection Reanimate: Ally Rez, Special Crey Gamma Tank minions added, spawning at levels 46-54, limit 2 per spawn group: Contaminated Strike: Melee, Light DMG(Energy/Smash), Foe -Def Radioactive Smash: Melee, Moderate DMG(Energy/Smash), Foe -Def, Knockdown Radiation Siphon: Melee, High DMG(Energy/Smash), Foe, -Def Neutrino Bolt: Ranged, Minor DMG(Energy), Foe -DEF Positron Cell: Ranged, Light DMG(Energy), Foe Hold, -Def Arachnos Arachnos continues to evolve as the supreme villainous organization! Limitations have been lifted, allowing certain career paths within the group to accommodate stand-out individuals in their ranks regardless of gender. This brings them to canonical parity with the existence of the Villain Epic ATs. These new genders (female soldiers, male widows) have a 12.50% chance of spawning. The divisions that have expanded their ranks are Wolf Spiders Crab Spiders Bane Spiders Blood Widows Night Widows Fortunatas (Mistress rank remains female-only) 5th Column Added new max level Lycanthrope LTs and Bosses to the standard 5th Column at SpawnLimit 1. They previously only spawned on LTs between 24-29 and Bosses 20-24, this change will make obtaining The Beast Within defeat badge more reasonable. Shivans Fixed erroneous name of Shivan lieutenants from 'Shivan Smashers' to 'Shivan Smasher'. Knives of Artemis Fixed incorrect texture on the Knives of Artemis' broadsword weapon. Fixed minor visual issue on Knives of Artemis broadsword blade tip. Incarnate Cimeroran Traitors Adjustments to the Endgame Roman AI config so that Endgame Surgeons will no longer waste their buffs or heals on other Surgeons. Nictus Minotaurs now have the finished version of their Nictus axe. Minions of Igneous Tweaked the FX of the critters slightly to add variety; previously, minion/lieutenant Magmites and lieutenant/boss Pumicites looked identical. World Geometry & Textures World geometry QA pass A number of existing world objects have received a QA pass to bring them up to quality standards for base details. Not every object listed was selected as a base detail, as some fixes were opportunistic. Technical: Dynamic Geometry Fixed a number of bugs and improved the geometry transitions used in Recluse's Victory. Restore transition effects that have been broken since Issue 17. Stipple fading effects now work inside water reflections. Stipple fading effects now work with the cel shader. Much smoother transitions (255 levels instead of 16). Fixed an issue that caused some geometry to fade in or briefly show the wrong state when it first became visible after zoning; everything now starts out in the correct state. Added a new alpha transparency fade mode for dynamic geometry, used in the Dr. Aeon SF. Geometry that is hidden no longer casts shadows. Geometry collision can now be dynamically controlled from scripts. The following obsolete commands have been removed: /shadowvol, /nostencilshadows System The mapserver timing loop has been rewritten to run at a steady 30Hz tick rate. Previously the tick rate would vary from 25-28Hz under normal load due to not accounting for OS-level oversleep or cumulative error from the processing time of previous ticks. This should not result in any player-visible differences but helps assuage our OCD when looking at the server monitor and more quickly identify cases of actual performance issues under load. Bug Fixes: Badges Mob Specialist: Now properly counts the new Prisoners Bosses added with the Brickstown update. Warden: Now properly counts the new Prisoners added with the Brickstown update. Fort Knox: Hint text fixed to say 200 of any Gold Brickers instead of just bosses (was never bosses only). City Zones Cimerora: Many geometry issues with the zone have been fixed, and the assets have been tweaked to appear less blocky and removed flickering. First Ward and Night Ward: Fixed shadowed and lighted paths that were missing the entity phasing and sky change triggers. Costumes Female > Head > Detail 1: Fixed transparency issue and minor tint color bleed on Gunslinger bow Custom Weapon > Knives of Artemis: Fixed incorrect texture on “Knives of Artemis” custom weapon and fixed minor visual issue on its blade tip All > Hair > None: Should no longer result as invalid when entering a tailor, a session, or loading costume files with that option. Female > Sleeves > None: Should no longer result as invalid when entering a tailor, a session or loading costume files with that option. Invention Sets Fixed a bug that was shared by all new IO sets created in i25+. These sets were granting set bonuses all the way down to level 1 instead of their minimum allowed exemplar level. This fix applies to the following sets: Artillery Bombardment Power Transfer Preemptive Optimization Synapse's Shock Miscellaneous Add fixes and mitigations for several client crash bugs that have been reported. Fix a longstanding bug where missions would be launched with the wrong difficulty settings if the mission owner was not in the same zone as the door and another teammate entered it first. Fix an issue where completing part of a multi-part mission while on a mission map would cause a door to not be assigned, making it impossible to proceed without abandoning the mission. This most commonly happened when completing a hunt mission that chains into a door mission while inside a different door mission. Fix a UI bug that could cause the client to get into an inconsistent state when interacting with elements while the tutorial selection window is displayed. Teleporting while being pushed/pulled by Repel effects no longer causes rubber-banding or sliding through geometry. This is a very old movement prediction bug that could also affect Knockback under rare conditions but wasn't noticed until we started using Repel more to take advantage of the new vectored capabilities. Fixed numerous Loading Screen tips that were no longer accurate. Fixed alpha sorting issue on GoldBricker jetpack turbines. Numerous geometry fixes were made. See sections on World Geometry & Textures and Dynamic Geometry. Fix for console errors related to missing fallback textures. Missions The Graveyard Shift: Fixed an issue that could result in players skipping the Rusty Rivet mission entirely. Zoombies will no longer persist after exploding. [Tip] Make a Deal with Stardusk: Fixed Stardusk being accidentally killable before rescue. Fixed issue with Twinshot, Dr. Graves, and many other arcs with NPC "pets" that spawn as an ambush with the escort script attached and a dialog tree. Music Broken/missing music tracks have been fixed in the following neighborhoods Paragon City Fool's Gold District, Steel Canyon Aerie Plaza, Skyway City Vista Plaza, Skyway City The Gruff, Skyway City Blackstone Hills, Founder's Fall Four Seasons, The Hollows Downside, Echo: Atlas Park St. Elegius, Echo: Dark Astoria Rogue Isles Fortune's Wheel, St. Martial The WEB, Warburg Praetoria Imperial City, Aureas Imperial City, Behavioral Adjustment Facility Shadow Shard Point Tango, Firebase Zulu Tempest Point, Firebase Zulu Bastion of Regret, The Chantry Bastion of Sorrow, The Chantry NPCs Fixed a bug in the AI of Critters that have foe-targeted summons. This fixes Devoured bosses not summoning swarms, etc. Crey: Eliminator, Crisis Unit and Juggernaut enemies have had their attack chains and powers redone, fixing issues previously where if they engaged in melee without their weapon drawn they would only cycle Brawl infinitely. Psychic and Radiation Paragon Protectors that are seen at lower levels inexplicably stopped spawning after level 34, these have had their level range expanded up to 54, making them consistent with other types of Paragon Protectors who appear at all level ranges. Shivans: Fixed erroneous name of Shivan lieutenants from “Shivan Smashers” to “Shivan Smasher” Force Field: Fixed missing force field sphere FX from many critter powers Powers Brute Inherent > Fury Proc Aura now accepts Taunt strength buffs. Tanker Inherent > Gauntlet Proc Aura and Gauntlet AoE now accept Taunt strength buffs. Arctic Mastery > Chilblain (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Arctic Mastery > Block of Ice (Brute/Tanker): Now accepts Slow Movement enhancements and IO sets. Combat Training: Offensive (Arachnos Soldiers and Widows): Removed the IgnoreStrength flag from the +Accuracy effect to allow slotted Accuracy to enhance it. The power is now set to Ignore Strength from external sources which will allow slotted enhancements to buff the accuracy effect, but not outside powers. Darkness Control > Haunt (Dominator): Now accepts To-Hit Debuff and Accurate To-Hit Debuff IO sets (same as Controller) Dual Blades > Ablating Strike (Stalker): Power now cancels Weaken 2 combo when used. Dual Blades > Ablating Strike (non-Stalker): Power now cancels Weaken 2 combo and Empower 2 combo when used. Dual Blades > Power Slice (Stalker): Power now cancels the Weaken 2 combo when used. Dual Blades > Typhoon's Edge (Scrapper): Added missing Fiery Embrace effect for Bonus AoE finisher Dual Blades > Vengeful Slice (Tanker): Corrected Fiery Embrace to apply its damage as a DoT to mirror how the power applied its damage (Brutes already did this) Energy Melee > Energy Punch (Stalkers): Corrected chance for Assassin's Focus to be 75% (was 70%) Energy Melee > Total Focus (Brutes/Tankers): Added missing Fiery Embrace effects. Epic Snipes (Scrappers/Stalkers): Fixed a recent bug that caused quick snipes to do less damage than intended. They shall now have their damage scaled back to 1.75 scale (up to 2.3 scale with capped To-Hit benefit). Experimentation > Jaunt: Fixed a bug that was causing Jaunt to not appear in a player's power menu, making it difficult to add to power trays. Ice Melee > Freezing Touch (Stalker): Fixed chance of granting Assassin's Focus to be 100% (was 50%). Kinetic Melee > Taunt (Brute): No longer stacks its taunt effect Plant Manipulation > Entangle (Blasters): Immob magnitude was too high, reduced to mag 3. Poison > Weaken (All ATs): Fixed the splash To-Hit Debuff to accept strength buffs. Psionic Mastery > Link Minds (Dominator): Fixed Psionic Resistance to be scale 2.0 (17%). Previously it was set to 0.2 scale (1.7%) erroneously. Savage Melee > Hemorrhage: Fixed Fiery Embrace effect's total damage scale from 0.342 to 1.170 (has burst + DoT damage). Savage Melee > Savage Strike Changed Fiery Embrace effect's duration to 0.4s and its period to 0.35s (2 ticks of damage instead of 1 tick) Removed the extra PvP DoT. (Scrapper Only) Critical Hit damage increased from 0.380 scale to 0.760 scale. Savage Melee > Shred Changed PvE damage scale from 0.195 to 0.210 (6 ticks total: 1.17 scale to 1.26) Changed PvP damage scale from 0.1479 to 0.2991 (6 ticks total: 0.8874 to 1.7946) Savage Melee > Rending Flurry Changed endurance cost from 20.8 to 13.52. Changed PvP Damage to 1.127 (Melee_PvPDamage) Changed PvP tick damage from 0.095 scale to 0.0901 scale (per the design formula) Savage Melee > Maiming Slash (Scrapper only) Changed PvP damage scale from 1.2839 to 1.4188 (per the design formula) Changed the PvP tick damage from 0.1025 scale to 0.1135 scale (per the design formula) Shield > Shield Charge (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 1.445 (large radius) and 0.595 (small radius) damage scale. It's now set to 1.615 and 0.665, respectively. Sorcery > Enflame (Tanker): Fixed the damage to reflect I26 Page 4 revamp. Previously it was set to 0.80 damage scale. It has now been increased to 0.95 damage scale. Stone Armor > Rooted: Fixed Icon (previously version had a ring around its border). Super Reflexes > Evastion (Brute): Corrected the PvP-only elusivity duration to be 2.25s (up from 0.75s). Super Reflexes > Evasion (Tanker): Now accepts Taunt IO sets. Trick Arrow > EMP Arrow (Non-Defenders): Fixed a bug that caused its Hold effect to not fire. Inspiration > Immortal Recovery Super Inspiration: Fixed endurance amount. Reduced from 50 to 25, which matches its description. Temporary Powers > Buoyant Membrane: Fixed its fly speed to no longer be intermittent. Previously it was set to 0.75s duration on a 3s pulse. This has been increased to 10s fly speed duration Coral Amulet (reward from the Renault SF) now summons the correct entity. It was using the actual villain critter, limited to levels 24-31, instead of the pet critter which covers the whole 1-54 range. Some temporary powers were missing flags that disabled them correctly in content where temporary powers are disallowed: Defense Amplifier Survival Amplifier Offense Amplifier Winter Ward Frost Bite Added -Fly to the tool tips of the following powers. They always had a -Fly component, it just wasn't listed in the tooltip: Crey CBX-9 Pistol Stolen Immobilizer Ray Chilblain
  25. System -> Settings -> Check Log, then close and re-launch the launcher. It should open up a 2nd window that shows everything the launcher is doing. System -> Verify wait for it to do its thing, then hit Play. Then copy everything out of the log window, and PM it to me please.
×
×
  • Create New...