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  1. Critters The Council Supersoldier has broadened the utility of his rage and may throw heavy objects at flying supers. The Council Supersoldier and Little League have had their power toolkit updated to work FOR them instead of against them. Little League also has unlocked his Line Drive, a ranged baseball throw for pesky flying supers. Vulcannon has had slight adjustments to her power toolkit. Warrior Quantums extend their ranks to 54. Tsoo have a minor cadre of goons added to the 35-44 range. Storyarcs John Houston Slight dialog adjustments to the Brigadier General in Mission 2. A missing waypoint to talk to Old Toby has been added after you free him. Protestors scatter when engaging Hero Corps during the riots. The City Representative has lost her Contact Ring. The City Representative laments when Hero Corps fails to protect her. Warriors during the hostage cutscene with Alexander should not automatically aggro during the cinematic. Some missing Tsoo and Warrior spawns have been corrected in the riots. Dr. Stribbling Fixed alignment rewards not looking for the Mission Complete to award. Fixed some dialog tree issues. Badges Fixed the placement of River Rat badge visit locations that were too high. Powers & Enhancements Fix issue with Exploit Weakness Damage/Range not being accepted by the auction house. Miscellaneous Fixed an error in Pavel Garnier's name. Minor geometry fix to improve lighting on base helper water. Fixed a geometry hole in Praetorian Tunnels.
  2. Powers Fixed Water Jet (quick) to use PvP Damage Modifier tables in PvP. Updated Full Auto's power description to accurately reflect the Page 6 changes. Fixed Flamethrower's endurance cost being too high. Fixed MISS floaters and combat log spam being incorrectly delayed on some toggle powers. Costumes Fixed "Auras > Wealthy > Trail - Combat" fx not displaying during combat. Fixed some NPC weapons disappearing after being drawn. Fixed VEATS > Huge > Bane Spider missing left leg. Fixed female sheathed Impervium Ninja Blade impaling the wielder through the chest. Fixed Scepter of Stheno subsequently sticking for a sustained span when un-sheathed. Supergroup Bases Added resized click volume for Supergroup inspiration containers instead of just lowering the originals. Fixed Dimensional Ripple Sky for bases which were using the wrong textures. Tweaked the lighting blend mode of the new SG letters to match the old letters. This change is only applicable to outdoor lighting. System Some client messages now go to a client.log file in addition to the debug console to aid in troubleshooting.
  3. Patch Notes: Issue 27, Page 6 What's New in Issue 27, Page 6? Marquee Features New Mission Content: John Houston & Dr. Stribbling - Two brand new story arcs! New Power Set! Storm Blast! Powers & Gameplay Adjustments Redraw Revamp - All Weapon Power Sets Various Adjustments, Improvements & Fixes Aether Rewards - Wave 3 Base Item & Costume Part additions! ...and much more! Marquee Features New Mission Content: John Houston New Story Arc: <Noble Intentions> [John Houston] - Rogue, Levels 40-44 John Houston, WSPDR's new star reporter, is following a lead that has taken him all the way to Independence Port where he was supposed to meet up with a source to get hold of some juicy information. Unfortunately, as is so often the case, his source was kidnapped and now he is in desperate need of some morally dubious help. Players will get a chance to influence the politics of Paragon City for years to come while checking in on old friends, and making powerful enemies. It's all in a day's work for the free-wheeling entrepreneurial type. Story Arc Contact: John Houston, Independence Port Located near the Smuggler's Ship icon on the map in Independence Port. /thumbtack -872.5 0.3 -3852.8 will place a map waypoint near John Houston while in Independence Port. The leader of the team must be of the Rogue alignment to take on these missions. New Mission Content: Dr. Stribbling New Story Arc: <Troubled Times> [Dr. Stribbling] - Vigilante, Levels 30-34 Those who toe the line of legality in Paragon City will have the chance to answer the call of Dr. Stribbling, a multidisciplinary scientist better known for his theory than his results. He's run into a bit of a problem: Someone broke into his lab and he does not want information on his experiments to leak to the public. Players who are willing to get their hands a little dirty will find themselves drawn into a web of moral quandaries that will have them wondering, "Did I make the right call?" Story Arc Contact: Dr. Stribbling, Brickstown Located NW of the basketball courts in the Crescent neighborhood of Brickstown. /thumbtack -1143.7 16.0 -1623.5 will place a map waypoint near Dr. Stribbling while in Brickstown. The leader of the team must be of the Vigilante alignment to take on these missions. New Power Set - Storm Blast New primary for Blasters, Corruptors, and Sentinels. New secondary for Defenders. Storm Blast conjures violent weather to attack your foes. The use of your storm attacks will empower your created storm cells. Powers: Gust Ranged, DMG(Smash), Foe -Fly You create a chaotic change in atmospheric pressure, causing a sudden gust of wind to deliver a small amount of Smashing damage and knock foes out of the sky. While in a Storm Cell, targets experience additional Smashing damage over time. Hailstones Ranged, DMG(Cold), Chance for KD You cause the air around the foe to rapidly condense, causing hailstones to crash down, dealing Cold damage. There is a chance that an especially large chunk of hail will form, knocking the target down. While in a Storm Cell, targets are much more likely to get knocked down by large chunks of hail. Jet Stream Ranged Cone, DMG(Smashing), Foe Repel or Knockdown You call forth a cone of rapidly moving air that repels enemies, causing Smashing damage. Enemies who are within a Storm Cell will not be repelled, but instead will be knocked down. Storm Cell Ranged Location AoE, Foe -Recharge, -SPD, Special You conjure a storm in the area that defines the boundaries of your stormy powers. Rain from this power will slightly lower a foe's movement and chance to hit. The use of your Storm Blast attacks may create high winds and lightning within the storm cell, delivering stronger debuffs and causing damage. Additionally, Storm Blast attacks will be enhanced when used against foes victimized by Storm Cell. Intensify Self +To Hit, +DMG, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage and your storm strength. Direct Strike (non-Sentinel) Sniper, DMG(Energy), Foe -End, Special You channel your storm powers into a direct hit, jolting the enemy with a bolt of lightning that deals Energy damage and saps some endurance. If fired outside of combat, it can be interrupted by enemies, but will do bonus damage. If you are engaged in battle, this attack becomes instant-cast. While in a Storm Cell, targets have a chance to be stunned. Lightning Strike (Sentinel only), Ranged, DMG(Energy), Foe -End, Special You channel your storm powers into a lightning strike, jolting the enemy with Energy damage and sapping some endurance. While in a Storm Cell, the target has a chance to be stunned. Chain Lightning Ranged Chain, DMG(Energy), Foe -End Calls a bolt of lightning from the clouds to strike your target, which then chains outward to additional enemies. Creatures unfortunate enough to be struck will be dealt Energy damage and be sapped of some endurance. While in a Storm Cell, the main target of Chain Lightning will experience additional endurance drain over time. Cloudburst Ranged, DoT(Cold), Special Unleashes a cloud that drops a torrent of freezing rain on your target, causing Cold damage. While in a Storm Cell, targets experience Recharge, ToHit, and Movement Speed debuffs. Category Five Ranged (Location AoE), DoT(Energy) Foe Knock Summons a severe storm that begins light, but that grows in power until it becomes a raging engine of destruction. Left on its own, the Category Five storm is capable of delivering moderate damage over time, and as it grows in power, will eventually begin to fling foes through the air. In addition, each use of your Storm Blast powers builds its electrical power, rendering it capable of delivering lightning attacks that deal Energy damage. "Pow! Wind, rain, AND lightning!" Redraw Revamp Summary Weapon powers now play a draw animation the first time you use a weapon after your character is has been in an idle / non-combat animation. With typical mission pacing, this should mean each weapon will only play its draw animation the first time you use it in combat on a mission map, unless you idle somewhere on the map for long enough for your character to return to the idle state. Power Sets Impacted: Beam Rifle Dual Pistols Dual Blades Battle Axe War Mace Broadsword Staff Fighting Arachnos Soldiers Arachnos Widows Archery / Trick Arrow / Tactical Arrow Claws Spines Thorny Assault Plant Manipulation Experimentation > Experimental Injection Assault Rifle Mastermind Pets The /sheathe command has been added - it immediately puts away all weapons. This command forces the draw animation to be played the next time they're used and can be used to intentionally draw weapons for RP or other purposes. Powers & Gameplay Adjustments Blast Power Set Updates Assault Rifle Slug Cast time lowered from 1.67s to 1.4s. Beanbag Lowered cooldown to 10s. Increased damage to scale 0.98. Added PvP Damage (1.43 scale). Sniper Rifle (Quick) Cast time lowered from 1.67s to 1.17s. Ignite Incinerator replaced with Ignite for Sentinels Lowered cooldown to 14s. Now does DoT over 5.5 seconds to a single target, for a total of 3.146 scale damage. Partially front-loaded. If target is on the ground, Ignite leaves a fire patch at the target's feet. Other foes standing on the patch take fire damage and will try to flee. Can target flying enemies. Flamethrower DoT now is applied over 4.7s, down from 7.1s (same damage). Full Auto Arc increased from 20 to 90 degrees. Dark Blast Gloom Cast time reduced from 1.67s to 1.1s. (Blasters only). Abyssal Gaze Cooldown lowered from 20s to 11s. Damage increased from scale 0.472 to scale 0.707. Hold Duration reduced from scale 8 to scale 4.4. Dual Pistols Suppressive Fire Cast time reduced from 1.67s to 1.5s. Recharge reduced from 20s to 8s for non-standard ammo. Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale. Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale. Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale. Standard: No change from Live. Still 20s cooldown. Piercing Rounds Resistance debuff now is applied while using any round type, stacking changed to replace. Duration of debuff increased to 15s. A ring icon now pops up to indicate the last use of Piercing Rounds was over 13s ago. This QoL change helps optimize reapplications of the debuff on a single target. Fire Blast (Blaster and Sentinels only) Fire Blast Cast time lowered from 1.67s to 1.2s to match Defender/Corruptor version. Psychic Blast Will Domination (Blaster Only) Renamed to Dominate Will. Recharge lowered from 20s to 4s. Cast time lowered from 1.1 seconds to 1 second. Damage lowered from 1.24 scale to 1.0 scale. Sleep duration reduced to scale 8. Moved to T1. Will Domination (Defender/Corruptor) Recharge lowered from 14s to 10s (Damage unchanged). Moved from T6 to T5. Psionic Lance (Defender/Corruptor) Moved from T3 to T6. Psionic Dart (Blaster Only) Renamed to Psionic Darts. This power is now a 10 target cone (60', 30 degrees). Recharge increased to 12s. Damage lowered from 1.0 scale to 0.8321 scale. Moved to T4 Telekinetic Blast (Defender/Corruptor) Moved from T5 to T3. Mental Blast (Defender/Corruptor) Recharged increased from 4s to 6s. Damage increased from scale 1.0 to scale 1.32. Subdue (Defender/Corruptor) Cast time reduced from 1.67s to 1s. Recharged lowered from 6s to 4s. Damage reduced from scale 1.32 to scale 1.0. Psychic Scream (Defender/Corruptor/Sentinel) Cast time lowered from 2.67s to 1.87s. Psionic Tornado (Blaster/Defender/Corruptor) Cast time lowered from 2.37s to 1.83s. (Applies to Sentinels as well) Radius reduced from 20 feet to 15 feet. Damage increased from scale 0.89 to scale 1.1. Scramble Thoughts (Blaster/Defender/Corruptor) Renamed to Scramble Minds. Now a chain. Cast time lowered from 3s to 2s. Main target will be stunned, additional targets might get hit with a randomized status effect of either Sleep, Immobilize, Placate, Terrorize, or Hold. Damage increased from 0.25 scale to 1.0 scale. Seismic Blast Timing adjustments in Seismic Stress buildup, players should be able to more quickly notice orange rings and decide what power to use next based on this visual information. Water Blast Powers should build up Tidal Force stacks even if they miss. Enhanced Water Jet This power no longer has a lockout window. Tidal Forces Tidal Forces should clear all existing stacks of Tidal Power before applying 3 stacks. Accolades Vanguard MDC The Vanguard MDC can no longer be summoned inside of missions or in Pocket D. This is now mentioned in the accolade's power description. PvP Changes Various AoE powers now use Single-Target damage on the main target only. Fighting/Cross Punch Archery/Explosive Arrow Assault Rifle/M30 Grenade Beam Rifle/Piercing Beam (now uses ST damage on all foes) Dark Blast/Tenebrous Tentacles (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets) Dual Pistols/Bullet Rain Energy Blast/Explosive Blast (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets) Fire Blast/Fire Breath Ice Blast/Frost Breath Psychic Blast/Scramble Minds Radiation Blast/Electron Haze (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets) Seismic Blast/Upthrust Sonic Attack/Howl Storm Blast/Chain Lightning Water Blast/Steam Spray (also, AoE damage was overtuned. Now uses proper AoE damage scale for secondary targets) Power Bug Fixes Mace Mastery/Summon Tarantula (Controller/Dominator): Added ability to slot Slow Sets. Soul Mastery/Summon Widow (Brute/Tanker): Can no longer slot ToHit Debuff Sets. Symphony Control/Impassioned Serenade: Removed Line-of-Sight (LoS) check on the executed confuse power. The power already checked LoS on cast, the double check caused loss of the effect if player or target moved outside of LoS during the delay in execution. Brute/Radiation Melee/Taunt: Now hits 5 targets (was set to 10 before). Scrapper/Fiery Melee/Confront: Scale duration on Taunt effect corrected. Sentinels/Inherent/Vulnerability: Updated description to state the effects of Vulnerability to not stack with other Sentinels. Hero Epic AT/Inherent/Dark Sustenance and Cosmic Balance: Updated description to include Sentinel's contribution. Stone Armor/Brimstone Armor/Brimstone Proc: Fixed bug where the damage proc would not turn off when in Granite Armor. Experimentation/Corrosive Vial: Fixed defense debuff effect applied from pseudopet. Duration now set to 5s. Pools > Speed > Speed Phase: Speed Phase's continuing sound fx radius has been reduced from 80ft to 5ft and will fade away 5s later. Traps > Acid Mortar: Mortar base will now follow the mortar in the event the mortar moves (e.g. exiting a mission door while it is still active, teleport and GM commands to move entities) Radiation Armor > Radiation Therapy: Fixed "Bright" palette erroneously using "Dark" palette Atomic Manipulation > Positron Cell: Fixed "Dark" palette erroneously using "Bright" palette Radiation Melee > Atom Smasher: Fixed "Dark" palette erroneously using "Bright" palette Radiation Melee > Irradiated Ground Pet: Fixed "Dark" palette erroneously using "Bright" palette Radiation Melee > Radiation Siphon: Fixed "Bright" palette erroneously using "Dark" palette Character Customization Improvements Costumes New Costume Parts All: All Categories > Metallic 3 (cleaner version of Metallic 2) Half & Full Helmet Detail(s) > Bot Shield 2 (Glow version) Half & Full Helmet Detail(s) > Bunker Shield 2 (Glow version) Half & Full Helmet Detail(s) > Tek Shield 2 (Glow version) Detail(s) > Blast Goggles 2 (Glow version) Detail 1 > 3-D Glasses (Standard, Low, High) Detail 1 > Sporty 1 (Transparent: Standard, Low, High) Detail 1 > Sporty 1S (Solid: Standard, Low, High) Detail 1 > Sporty 2 (Transparent: Standard, Low, High) Detail 1 > Sporty 2S (Solid: Standard, Low, High) Detail 1 > Shield 1 (Transparent: Standard, Low, High) Detail 1 > Shield 1S (Solid: Standard, Low, High) Auras > Mycelium > Mushrooms Auras > Mycelium > Mushrooms Tintable Auras > Mycelium > Original Min Fx Auras > Mycelium > Tintable Min Fx Auras > Mycelium > Mushrooms - Combat Auras > Mycelium > Mushrooms Tintable - Combat Auras > Mycelium > Original Min Fx - Combat Auras > Mycelium > Tintable Min Fx - Combat Patterns > Chest, Gloves, Hips, Boots > Diamond Cut (by @Marbing) VEAT: "Bane/Crab > Gloves > Custom Alt" VEAT: "Bane/Crab > Gloves > Custom Long Alt" VEAT: "Bane/Crab > Gloves > Custom Short Alt" VEAT: "Bane/Crab > Pants > Custom Alt" VEAT: "Bane/Crab > Boots > Custom Alt" Male, Huge: VEAT: "Bane/Crab > Pants > Custom Armored Alt" (Females will receive these at a later date) Female, Huge: All Categories > Metallic 2 (Female & Huge were missing them) Female, Male: VEAT: "Bane/Crab > Chest > Custom Alt" (Huge does not have the tricep spikes that utilize the swapped secondary color.) Female: Detail 1 > Sweetheart 1 (Transparent: Standard, Low, High) Detail 1 > Sweetheart 1S (Solid: Standard, Low, High) Costume Bug Fixes: All: Fixed "Asymmetric Shoulder Pads > Ascension Armor" 2 missing FX options. Fixed "Full Helmets > Detail 2 > Tech Knight Faceplate" receiving incorrect ambient lighting. Fixed "Lower Body > Boots > Piston" option not loading from saved .costume files. Fixed "Lower Body > Boots > Rocket" option not loading from saved .costume files. Fixed "Lower Body > Boots > Winged" option not loading from saved .costume files. Fixed "Auras > Wealthy > Effect > Trail" aura not loading from saved .costume files. Fixed "Auras > Wealthy > Effect > Trail" aura duplicate of "Body". It should now load properly and only leave behind a trail when moving. Male: Fixed "Male > Sleeveless Jackets > Chest > Tanker" missing costume option. Fixed "Male > Lower Body > Boots > Victorian Steampunk" missing tint option. Female: Fixed "Female > Boots > Stilettos >" resetting to "Roman Sandal" upon entering "Lower Body" after loading a costume with Bio-Organic, Stone or Chiton patterns and masks. Fixed "Female > Lower Body > Bottom > Omega" being reset after loading a costume file. Fixed "Female > Upper Body > Shirts > Student Shirt" bad tangent vectors across the front. Fixed "Female > Upper Body > Robotic Arm" compatibility with chest details when chest slider is set to max. Fixed "Female > Upper Body > Chest Details > Talons" missing costume part names and categories (now known as Etched and Clean). Fixed "Female > Upper Body > Sleeves > Retro" hole with no skin. Alpha sorting re-enabled on "Female > Gunslinger Bow". *Report any obvious flickering and background windowing when out in the world, particularly when NPCs are obscured by the veil or bow's transparent layers. QC Fix: Updated compression quality on base female skin. Fixed "Female > Upper Body > Gloves > Tights Sleek" missing from some asymmetric categories. Fixed "Female > Upper Body > Gloves > Defense" being reset after loading a costume file. Fixed "Female > Lower Body > Bottoms > Defense" being reset after loading a costume file. Fixed "Female > Lower Body > Boots > Defense" being reset after loading a costume file. Huge: Fixed "Huge > Shoulders > Overguard" appearing twice with bulky tops. Fixed "Huge > Upper Body > Chest > Omega" being reset after loading a costume file. Fixed "Huge > Lower Body > Bottom > Omega" being reset after loading a costume file. Fixed "Huge > Lower Body > Boots > Victorian Steampunk" missing tint option. Fixed "Huge > Upper Body > Gloves > Tights Sleek" missing from some asymmetric categories. Fixed "Huge > Upper Body > Gloves > Defense" being reset after loading a costume file. Fixed "Huge > Lower Body > Bottoms > Defense" being reset after loading a costume file. Fixed "Huge > Lower Body > Boots > Defense" being reset after loading a costume file. These changes were supposed to be released previously but mistakenly were not at the time on 2020-12-03: Fixed Huge : "Kitten" & "Panda" left/right alignment in Legacy & Asymmetry mode. Fixed Huge : "Celestial Armor" left shoulder pad in Legacy & Asymmetry mode. Fixed Huge : "Cyborg Shield" left shoulder pad in Asymmetry mode. Custom Weapons: New Custom Weapons Arachnos Mace: 'Scepter of Stheno' option added to custom weapon selection. Mace's eye glow FX are tintable. Broadsword: 'Fang of Stheno' option added to custom weapon selection. Dual Blades: 'Fang of Stheno' option added to custom weapon selection. Staff Fighting: 'Staff of Stheno' option added to custom weapon selection. Staff's eye glow FX are tintable. War Mace: 'Scepter of Stheno' option added to custom weapon selection. Mace's eye glow FX are tintable. Custom Weapons Fixes Arachnos / Assault / Munitions Rifles: Fixed an issue that was causing the DUST, Resistance, and Runesoldier rifles to render upside down. Bows: Fixed an issue with legacy bow model's bowstrings that was causing them to not take transparency properly with certain attacks. Dual Blades: Fixed an issue that was causing the left-handed Vanguard Katana to render backwards on Female/Huge characters when sheathing was enabled. Katana / Ninja Blade: Fixed "Katana > Custom Weapon > Rularuu Blade" left eyeball not animating in combat stance. Various Additions, Enhancements, & Fixes Badges New Badges - 'Unforgettable': Log-in during the month of City of Heroes' 19th anniversary. - 'Pollster': Complete the Hero-alignment ending of the John Houston story arc, 'Noble Intentions'. - 'Underdog': Complete the Rogue-alignment ending of the John Houston story arc, 'Noble Intentions'. - 'Loop Hero': Reach and complete the conclusion of the Dr. Stribbling story arc, 'Troubled Times'. Aether Rewards - Wave 3 Tier 3 Reward Additions New cosmetic effects added to the Tier 3 Aether reward vendor offerings: Effect: Flames Effect: Chill Effect: Earthen Effect: Shocking Effect: Psionic Effect: Photosynthesis These new Wave 3 Tier 3 cosmetic effects cannot be used in PvP, older Tier 3 rewards are unchanged. Tier 4 Reward Expansion Undefined Mode and Undefined Mini Mode now have two additional customization options available: Undefined Silver Undefined Evil Aether Reward Fixes Fixed missing halo aura on Legacy Ruin Mage costume. Fixed a few broken pointers in the meta costume accolade menu. Supergroup Bases New Supergroup Base Themes Open Sky (Passthrough) New Supergroup Base Items Editor Helpers: Collision Wall 8x8 Collision Wall 32x32 Collision Wall 64x64 Collision Wall 16x16 Collision Wall 128x128 Collision Wall 512x512 Collision Wall 1024x1024 Axis Gizmo Axis Gizmo (Z Up) Surface Aligner Axis Aligner Surface Tower Surface Tile 32x32 Surface Tile 64x64 Surface Tile 128x128 Surface Tile 512x512 Surface Tower (Collision) Surface Tile 32x32 (Collision) Surface Tile 64x64 (Collision) Surface Tile 128x128 (Collision) Surface Tile 512x512 (Collision) Fit Gizmo Collision Gizmo Smooth Water Fill Smooth Water Fill (No Sound) Rough Water Fill Rough Water Fill (No Sound) Alphabet: Paragon City Alphabet (Tiny, Small, Medium versions of 68 standard US keyboard characters. No lowercase.) Motiva Sans Bold Alphabet (Tiny, Small, Medium versions of 94 standard US keyboard characters.) Bath & Kitchen: Coffee Mug (Arachnos) Coffee Mug (Paragon) Coffee Mug (Winter) Coffee Mug (Winter Filled) Coffee Mug (Tintable) Coffee Mug (SG Logo 1) Coffee Mug (SG Logo 2) Mug Shelf 1 Mug Shelf 2 Mug Shelf 3 Gigantic Sign Restroom Sign Universal Sign Casino: Cue Ball Lighting: White Bunker Light Slums & Wastes: Junk Burnt Mattress 2 Tech: Praetorian WarWorks (Tintable) Wall Details: Tech Console 1 Arcane Console 1 Skies: Sky: Dimensional Ripple Supergroup Base Item Notes: Collision walls: Construction of a perfect cube corner or seam will still allow a determined player's camera to slip through (as it can and does anywhere else in the game). While this follows teleport rules (teleport check will work as intended), glitches and updates to teleport that may break this behavior are always a possibility and you should never rely on these to protect your base items (that's what item permissions are for) or to prevent determined individuals from viewing behind the "curtain" of your base. They are merely to deter visitors from traveling to off limit areas, such as outside the plot of a vertical building or behind a bank vault desk. Supergroup Base Item Bug Fixes: Fixed incorrect texture on "Short Ceiling Walls" > Industrial" for Supergroup Base themes Fixed FX sticking on "Praetorian Reactor 3" "Rock 7 (Tintable)" is now actually tintable. Iron Gate Frame: Should now be more easily selectable. Roman Sailboat: Should no longer leave behind its FX after moving or deleting the object. Wet Floor Sign: Small and large should now be level with the floor. Renamed "5th Door Bulb" to "Red Bunker Light" QoL: The click volume of inspiration containers was lowered by -2 feet, making it clickable through the floor when turned upside down. "Glass Wall (Tintable)" has had its alpha sorting adjusted once again. *Report any major breakage in existing bases as its use is widespread. As a reminder, alpha sorting between objects is always a compromise. Corrected texture settings for 289 SG emblems. The windowing effect of the alpha should be fixed across those that had the issues, such as "Guns Crossed" or "Bar Code". Fixed a number of typos in item names and descriptions. Emotes New Emotes: Added /e watermelon emote. Added /e arachnosmug emote. Added /e paragonmug emote. Added /e wintermug emote. Emote Bug Fixes: /e drink: Females should no longer slide their legs across the ground when sipping. /e hamburger: Flying while eating hamburgers will now properly cycle instead of constantly chowing down. Tasks Task Adjustments & Fixes Doc Buzzsaw - "The Freakish Lab of Dr. Vahzilok": Arc split into two parts: Arc 1 - Up to Lab Arc 2 - Post-Lab to Prison Stasis Tubes behave properly, not trapping subjects within. Dr. Vahzilok's desk protected from bees and other mean things in the lab. Souvenirs split across arcs as well. Dr. Aeon - "Dr. Aeon's Strike Force": Adjustments to prevent some reported exploits. Adjusted the Cap Au Diable Aeon Portal's dimensional crystal to be pulsing blue. Mission 5: The Vanguard leadership now require Apex to be defeated in order to spawn. Added waypoints on the minimap for the third ripple in Mission 5 to help the Portal Corp section be more navigable. Mission 7: The Gold Bricker blockade lines for the first objective now scale with team size on default difficulty, instead of always spawning at maximum size. Adjusted the D-Rifter's dimensional crystal to be pulsing blue. Imperious - Advanced Difficulty: "Imperious Task Force": Mission 4: Fixed Chamber of the Emperor name pop-up and music not triggering properly when entering the finale room. Ms. Liberty - "Ms. Liberty's Task Force": Mission 1: Arbiter Sands now drinks his cutscene coffee from an Arachnos mug instead of a generic white cup. Leonard - "Good Villains Never Die": Rampager has been restored to his rampagey nature and once again cons hostile. He can't help himself! Mayhem Missions: Arson completes in Mayhem Missions now give everyone in the group badge credit upon completion. Spring Fling 2006 Event: Scratch/Ganymede: These two contacts will no longer introduce any other contacts, including DJ Zero, who is now unlocked automatically by earning the required Handsome/Beautiful badge from completing the final mission of both contacts. DJ Zero: If a player owns the Handsome/Beautiful badge for completing both Scratch & Ganymede's final missions, DJ Zero will now automatically be unlocked and added to the player's contact bar with a pop-up, no longer requiring an introduction from anybody else, and no longer potentially locking players out who qualified but didn't talk to Scratch or Ganymede before the Spring Fling event ended. LFG / Weekly Strike Target: The tool-tip info for the Weekly Strike Target in the LFG tab now mentions the Prismatic Aether currency reward for 50's who complete the Weekly Strike Target, as well as the amount being 1-2 depending on the length of the content you chose and completed for that week. Adjusted LFG tab's summary to proper mention that Dr. Quaterfield is now 40-45 instead of 40-44. NPC Enemies & Factions Enemy Adjustments Cimeroran Traitors: Added a couple spoken dialog lines to some attacks used by Romulus in the Advanced Difficulty Imperious Task Force: Nictus Romulus Augustus' Barrier Nova Summon Nictus Romulus Augustus' Shadow Slip Nictus Romulus Augustus' Void Judgement Emperor Romulus Augustus' Greater Lore Summon Freedom Phalanx: Manticore has been given a quiver and now holsters his bow on his back when not in-use. Gold Brickers: Added a couple spoken dialog lines to some attacks used by Gold Brickers: Golden Brickernaut's Self Destruction Princess Zoe's Burning Shatter Princess Zoe's Absolute-Zero Cannon The Family: Fixed an incorrect weapon bit that was causing certain Tommy Gun attacks to not display the weapon model. Freaklok: Adjusted the boss-class Eidolons to not have an eternal menu of powers to choose from: Females have Luminous powers, not Mire and Murk Males have Murk powers, not Mire or Luminous. Praetorians: Chimera has been given a quiver and now holsters his bow on this back when not in-use. Chimera now uses a Ninja Blade which is more appropriate thematically, which sheathes to his back when not in-use. Tsoo: Added four new generic Tsoo bosses to the level 35-54 range. Fixed weapon bit issue that was causing Ninja Blades to not display on a number of Tsoo enemies. Vanguard: Added a couple spoken dialog lines to some attacks used by Vanguard heroes: Incandescent's Lambent Flame Hero 1's Cry of Despair Hero 1's Rune of Protection Enemy Fixes Certain enemy AnimList behaviors that utilized custom rifles have been fixed those set custom rifles should now display during the animations when set with those specific AnimList behaviors. Arachnos: Fixed a definition typo that was preventing certain non-combat models from appearing in specific Arachnos spawndefs. Cimeroran Traitors: Fixed a bug that was causing the Emperor Romulus Augustus' Crushing Gravity -Fly to apply to himself rather than his opponents in the finale room on Advanced Difficulty. The Destroyers: Fixed an issue that was causing Crusher enemies' Overhead Slam attacks to not render their bat weapon. Fir Bolg: The infinitely summoned enemies created by Eochai (both Croatoa and Halloween versions) no longer drop rewards, matching the standard for all infinitely summoned enemies. Gold Brickers: Removed unintentionally duplicated hold proc on the Bombardier's Ripple Resonator power. Fixed an attribute error that was causing King Midas's damage siphoning Ripple Kinetic Melee attacks to not trigger and calculate properly. Players should now notice him properly stealing 7.5% +DMG buff on himself per hit he lands and inflicting a 7.5% -DMG debuff on the hit players for 10 seconds. Longbow: Longbow enemies who were using the base Assault Rifle model should no longer see their weapon go missing during combat. Praetorians: Shadow Hunter has been talked out of committing seppuku due to his dishonor at failing Tyrant and he now handles his weapon properly again, sheathing it to his back when not in-use instead of inside of his ribcage. Fixed an issue that would cause Chimera's sword to not render if he drew his bow too recently. Fixed a texture error on the legacy Chimera enemies' back katanas. Praetorian Resistance: Fixed an issue that was causing the Heavy Barrel enemies to not animate their cannon attacks properly. Tuatha de Dannan: Fixed a typo with the enemy group's name incorrectly displaying as 'Tuatha de Dannon' in various instances. Vanguard: Fixed a scaling issue with Hero 1's class that was causing his Rune of Protection to grant more resistance than was intended. Zones Zone Adjustments Croatoa: All enemy mobs who spawn with the GMs Eochai and Jack In Irons (normal spawns and Vale War), are now set to ignore combat mods, making them level-less and easier to identify which mobs must be defeated to progress or clear these events. Eochai and Jack In Iron's solo spawn events now have a Zone Event message that will broadcast when they spawn by themselves. Striga Island: Vigilantes & Rogues are now able to access the Striga Isle hazard zone via the Smuggler's Submarine network. Zone Fixes Cimerora: Fixed a missing geometry tile on the beach near Castellum Quarter. Echo Plaza, SE2012 Arena Coliseum: Lots of geometry and texture fixes to the Summer Event 2012 coliseum and Echo Plaza coliseum models. Imperial City: Properly found and removed the correct invisible power suppression mooks from the Imperial City Trade House. All alignments should now be able to activate powers while inside the building. St. Martial: Added custom geometry and restored the ghost of "Dead Man's Tree" in St. Martial. (Visuals may change in the future, also still based on /visscale 1.0 for the time being) Mission Maps: Spawnpoint issue fixed with map P_Tech_45_Layout_07_01 which was causing a Praetorian mission from Warrant's "Guns and Money" story arc to not be able to spawn all objectives and become soft-locked. World Geometry: Corrected positions of all ceiling mounted exit signs. QC Fix on vet_techconsole_01 QC Fix on arcconsole_01 QC Fix on _P_CBlock_IMP_L_07_LOD (Missing Neutropolis and Imperial City LOD) QC Fix on _OT_shotgun_roof_01_LOD01 (Missing Neutropolis LOD) QC Fix on GEO_Hair_Mimee_01 (zero tangent/normals) Miscellaneous Candy Cane Vendor: Fixed a display issue that was causing the Snow Beast costume in the Candy Cane vendor's shop to show the Fir Bolg costume text. Graphics: Added a hint for AMD & NVIDIA drivers to prefer the high-performance GPU on systems that have multiple GPUs. Architect Entertainment: Fixed an issue where cosmic background radiation flux could disrupt the appearance of Architect Contact Holograms. Sound System: Added /loudstacking slash command to optionally enable old eardrum-busting sound stacking.
  4. Bug Fixes Lanaru the Mad: Vacation is over. Lanaru has returned. Power Bug Fixes Blaster > Atomic Manipulation > Beta Decay: This power no longer roots. Blaster > Tactical Arrow > Eagle Eye: This power no longer accepts Endurance Reduction enhancements as the power cost no endurance. Mastermind > Traps > Web Grenade: This power was accepting Slow SO enhancements. but not IO sets, that has been fixed. Sentinel > Fiery Aura > Molten Embrace: The proc from this power should no longer proc on pets. Enhancements > Invention Origin > Aegis: The mez resistance in this set should now always be active regardless where it is slotted. Brute > Melee: Fixed a sorting mistake in with the Spines powerset listing in the character creator. Brute > Fiery Aura > Burn: Fixed a bug while using Fiery Embrace that unintentionally created additional patches. Tanker > Battle Axe > Cleave: Fixed Fiery Embrace damage, was unintentionally set too high. Masterminds > Necromancy > Life Drain: This power should now accept Accurate To-Hit Debuff enhancements. Dominator > Illusion Control > Phantom Army: Fixed various powers tooltip errors. Temporary Powers > Build Snow Beast: It is no longer possible to summon infinite Snow Beasts by claiming one copy of the power at a time from Character Items to skip the recharge timer and spamming one summon after another. Stealth Toggles: All primary/secondary stealth toggles have had their PvE Stealth Radius increased by 0.5', and their PvP Stealth Radius increased by 1.0'. This is an effort to de-conflict with pool stealth toggles that was causing momentary stealth drops when same-radius stealth toggles were on at the same time. Prestige Costumes Fixed the texture mapping incorrectly on the female Dominatrix Servant costume's head. Costume: Undefined Mode & Costume: Undefined Mini Mode The aura effect on these powers can now be disabled in the Power Customization menu. Minor adjustment on the aura offsets so that it properly encapsulates the body on Male & Huge costumes. The leg geometry on Male & Huge costumes should no longer clip with kilts/skirts.
  5. Patch Notes: Issue 27, Page 5 What's New in Issue 27, Page 5? Marquee Features Sentinel Archetype Revamp Sentinel Proliferation: Seismic Blast & Stone Armor Dominator Proliferation: Illusion Control PvP in Supergroup Bases Powers & Gameplay Adjustments Powerset Revamps: Masterminds: Mercenaries, Necromancy, Ninjas, and Robotics. Melee: Battle Axe and Fiery Melee Armor: Fiery Aura Support: Force Fields Quality of Life Changes: Level Availability Changes Stealth Toggle Exclusivity Removal Character Customization Improvements Holstered Weapon System (Arachnos, Assault, Munition, Mercenary Mastermind Rifles) Wave 2 Aether Prestige Rewards: Tier 1 - Standard Costume Selection Expanded Tier 2 - Legacy Costumes Enabled + Selection Expanded Tier 3 - Premium Costumes Enabled + 'Effect' Reward Additions Tier 4 - Deluxe Costumes Added Pet Functionality added to Aether accolade macro Various Additions & Enhancements New Mini Signature vanity pet additions ...and much more! Marquee Features Sentinel Archetype Revamp Changes to Sentinel Attributes: Ranged and Melee Damage Modifiers increased from 0.95 to 1.10 (15.8% base damage increase to all attacks). Fixed PvP Ranged Damage Modifier (50% stronger). Adjusted any damage scales that were set 50% too high to compensate. Base Perception increased from 500' to 550' (10% base perception increase, all other ATs are 500'). Max Perception increased from 1153' to 1268.3' (10% max perception increase, matches Soldiers of Arachnos). Changes to Sentinel Inherent: Sentinels have an inherent resistance to Perception and ToHit debuffs (10%). Opportunity builds automatically at a rate of 100% per minute. Sentinels now have an inherent power called Vulnerability: Vulnerability consumes 50% of your Opportunity to debuff a single target for 15 seconds. Vulnerability is Auto-Hit and ignores level differences. Vulnerability debuffs the following: Damage Resistance Defense Mez Resistance Stealth Resistance to Endurance, Endurance Discount, Recovery, Regeneration, ToHit, and Recharge Removed old Opportunity Debuff Effects/Modes from T1/T2 powers. Removed old Inherent Proc. Removed old Offensive/Defensive Opportunity Modes. Other changes: Consistency pass completed on powers not following Sentinel design rules. Opportunity Strikes proc now ignores combat mods (purple patch). To normalize the changes made to the Sentinel inherent, Opportunity Strikes proc now grants 7.5 opportunity for Regular and 10.0 opportunity for Superior. Sentinel Proliferation: Seismic Blast New primary for Sentinels. This version does not have the Tombstone power. Instead it is replaced with Gravestone. 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. Powers: Encase Ranged, 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, 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, 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, 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, +Range, +Special Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage and range. 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, 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. Gravestone Ranged, DMG(Smash), Foe -Jump, -Fly Create a giant pillar of stone, creating a Gravestone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. Gravestone grants two stacks of Seismic Pressure. Stalagmite Ranged, 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), 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. Sentinel Proliferation: Stone Armor New secondary for Sentinels. This version of the set does not get access to Mud Pots. Instead, it has a new power called Terra Firma. You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Sentinel Defensive Power Sets that offers defense to Psionics. Powers: 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. Terra Firma Auto: Self + To Hit, +ACC, +Range, Res(ToHit) Being on solid ground allows you to more carefully aim your attack for optimal range. This power increases your chance to hit, accuracy, and range of your attacks and makes you more resistant to To-Hit debuffs, but only applies when you are near the ground. 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. 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. Dominator Proliferation: Illusion Control New primary for Dominators. This version of the set does not get access to Spectral Wounds nor Group Invisibility. Instead, it has new powers called Spectral Wall and Gleam. Also, Dominator's version of Phantom Army has its pets not taunt, but rather have attacks utilizing mez and soft control effects. You can manipulate light and sound to manifest all sorts of Illusions, aiding your allies as well as deceiving your foes. Powers: Blind Ranged (Targeted AoE), DMG(Psionic), Foe Hold/Sleep Painfully Blinds a single targeted foe so severely that they are rendered helpless. Blind is so bright that additional foes may also be blinded, though they will not take any damage, and attacking them will free them from the effects. Spectral Wall Ranged, DoT (Psionic), Foe Immobilize, -ToHit Creates an illusionary wall of specters that prevents enemies from moving. As the foe is surrounded, they take psionic damage over time. Deceive Ranged, Foe Confuse You can Deceive an enemy into believing their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy. Spectral Terror Summon Terror: Ranged Fear, -ToHit You can create an illusion of unspeakable Terror. The manifestation is so horrible that it caused most foes to tremble helplessly in terror. The Spectral Terror may also Terrify individual foes, causing them to run away in panic. Superior Invisibility Toggle: Self Stealth, +DEF(All) You can bend light around yourself to become completely Invisible. While this power is active, you are all but impossible to detect, and have an extremely high Defense bonus to all attacks. Superior Invisibility is the only toggle invisibility power that allows you to attack while it is active, although you will lose some of your defense bonus if you do so. Gleam Ranged (Targeted AoE), DMG(Psionic), Foe Disorient Multiple flashing lights go off around enemies, disorienting and damaging them. Gleam deals minimal Psionic damage, and can Disorient all affected targets for a good while. Phantom Army Summon Decoys: Ranged DMG(Psionic) You can fabricate 3 Phantom heroes around a targeted foe. These Phantoms are not real, and are indestructible. Though they deal damage, it is illusory and will heal if the victim survives long enough. Phantoms are short lived and cannot be buffed or healed. Flash PBAoE, Foe Hold Generates a brilliant flash of light around you that blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves. Phantasm Summon Phantasm: Ranged, DMG(Smash/Energy/Psionic) You can construct a powerful entity composed of pure light. Although made of light, the Phantasm is tangible and has powerful Energy attacks. The Phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The duplicates' attacks deal illusory damage similar to that dealt by Spectral Wounds. Only the original Phantasm can be healed and buffed. Type ''/release_pets'' in the chat window to release all your pets. PvP in Supergroup Bases ( Big thanks to @CR Americas Angel for the guide / write-up! ) PvP raid functionality has been added to supergroup bases. This is not the same legacy base raiding that existed briefly back in Issue 6, but rather the ability to initiate PvP activities within supergroup bases. Below is a how-to guide for setting it up: To activate them you need to make a supergroup and make a base. Make sure you have "Begin Raid" enabled in the supergroup member permissions: Once you've done that, load into your base and press the raid button: Once you've done that, you can select from the following options: First pick the type of raid: Team Deathmatch = Win points by defeating players. Capture The Flag = Not currently active. Control Points = Not currently active. Then pick the settings: Free-For-All (FFA) = FFA, but you can team up with other players and they will con friendly. (Functions the same way the Warburg PVP zone works.) Defenders vs. Attackers = Supergroup members (and people they are teamed with) vs everyone else. Once you click "Begin Raid" a 30s countdown will begin: You can start hitting people from the 10 min mark. The timer box thing will also have a dynamic scorecard that updates as you play. The number of kills each player has scored is on the left hand side, and the highest possible score on the right hand side. (Set by whoever is currently leading the kill-count.) For Free-For-All: For Attackers vs. Defenders: After the raid is over, you'll get a scorecard that shows how many times you killed someone, how many times were killed, and the all-important kill/death ratio: Building for PvP in Bases Two new revive rings have been added to the base editor under Arcane Medical and Tech Medical settings: They allow you to set respawn points: Revive Rings (Raid) = Attackers in Attackers vs Defenders Revive Rings (Regular) = Defenders in Attackers vs. Defenders or Everyone in regular Free-For-All If no revive rings are placed, players will respawn at the base portal. Heroes and villains can now team in bases. When PvP is active in a base, the following commands are disabled: /stuck /enterbasefrompasscode /editbase /arenalist, using the LFG queue, and using the "teleport to contact" feature have not been disabled. (As these all still work in Arena/PvP zones just fine.) NPCs that sell inspirations should be disabled. (As in, you cannot have the store open during a raid.) All storage (enhancement bins, salvage bins, etc) except the Vault has been disabled. (As they allow players to force a mapserver in high item bases.) The Dimensional Shard and Base Portal have been tweaked a little to stop them from interfering with revive rings. I'd advise base builders to check that these items aren't misbehaving. (They seemed to work fine from all my testing.) Items that can be destroyed (turrets, etc) respawn when the base resets. A "base reset" is when the base has been empty for 15 minutes and the zone unloads. Vandalism to bases is not possible. Placed NPCs can be hit, but they are indestructible. This is working as intended. Powers & Gameplay Adjustments Powerset Revamps Mercenaries Burst, Slug, and M30 Grenade Each of these attacks applies a Focused Fire tag on the target for 30s. Each power's tag will increase Mercenary ranged damage by 3.33%, up to a maximum of 10%. Equip Mercenary Henchmen passive resistances have been moved to this upgrade. Equip Mercenary now accepts Resistance sets and enhancements. By slotting this power with resistance enhancements, players will be able to improve the henchmen's passive resistances. Tactical Upgrade This power now grants henchmen passive Ranged and AoE defenses. Now accepts Defense sets and enhancements, will boost henchmen defenses. By slotting this power with defense enhancements, players will be able to improve the henchmen's passive defenses. Serum Power can now only be activated when targeting a mercenary, can no longer be accidentally wasted by targeting a different pet like Dark Servant Power now buffs all henchmen (animation only plays on main target). Recharge reduced from 1000 seconds to 250 seconds. Power no longer has a crash. The power now grants strong defensive and offensive buffs that slowly decay over a one minute window. Henchmen Their entire power repertoire revamped. Powers have been added, adjusted, and replaced. Necromancy Dark Blast, Gloom, Life Drain These powers now have a 70% chance to summon a Spectral Minion to your side! These Specters are temporary, lasting a maximum of 90 seconds as their health fades away by the second. These Specters cannot be healed or regenerate, but have decent resistance to all damage and defense against AoE attacks. These Specters cannot be commanded or upgraded, but slotting your personal attacks will improve their attack stats. Each attack can only summon one Specter, for a maximum of 3 if all attacks are used. Henchmen (general) Powers have been adjusted for area and duration. Zombie Horde Can no longer be slotted with heal enhancements or sets. Grave Knights Can no longer be slotted with heal enhancements or sets. Lich Can no longer be slotted with heal enhancements or sets. Enchant Undead Henchmen passive resistances have been moved to this upgrade. Enhant Undead now accepts Resistance sets and enhancements. Lich's Petrifying Gaze has been moved to this upgrade, no longer grants Life Drain to the Lich. Resistances now grant mag 1 Hold and Immobilize protection, as well as 50% resistance to Stun/Hold/Immobilize. Dark Empowerment Now accepts Healing sets and enhancements. Lich's Life Drain have been moved to this upgrade, no longer grants Petrifying Gaze to the Lich. Slotting this power with heal enhancements will enhance Life Drain's heal. Dark Empowerment range increased from 30' to 50'. Grants a 15% max HP (half enhanceable) to all henchmen. Soul Extraction Recharge lowered form 600s to 150s. End cost lowered from 30 to 15. Only works on active Henchmen, not Specters. Will extract the soul from each Henchman for 30s before the Souls vanish. The extracted souls are still linked to their bodily hosts, if the host of a soul is defeated, the soul will also be defeated. Extracted Souls No longer use Phase Shift Now have 13% positional defenses, not enhanceable. Ninja Snap Shot, Aimed Shot, and Fistful of Arrows Each of these attacks now grants a 3% chance for henchmen to crit for 30s. The chance does not stack from the same power but each power can stack together, for up to +9% chance if all powers are used. Smoke Flash Recharge increased to 90s from 20s Duration lowered from 10s to 3s No longer requires a target Now hides all Ninja Henchmen, providing 100% chance to crit to the squad for 3s. Kuji-In Zen (now Kuji-In Sha) This power now grants Kuji-In Sha (self heal) to all ninjas. This power can be slotted with heal sets and enhancements, those will enhance your ninja's passives. This power increases ninjas chance to crit by an additional 3% at all times. Train Ninjas This power now grants +defense passives to ninjas. This power can now be slotted with defense sets and enhancements, those will enhance your ninja's passives. This power increases ninja's chance to crit by an additional 3% at all times. Henchmen All ninjas now have a chance to crit at all times This chance starts at 0% but can be increased via upgrades and personal attacks Maximum crit chance outside of smoke flash is 15% Robotics Pulse Rifle Blast, Pulse Rifle Burst, and Photon Grenade These powers all now apply a -200% regeneration debuff Pulse Rifle Blast cast time lowered from 1.87s to 1s Pulse Rifle Burst cast time lowered from 1.87s to 1.1s Repair (now Maintenance Drone) Power has been replaced by Maintenance Drone. Maintenance Drone will use its own health to heal your other robots. It can't be healed and does not regenerate HP. Once it depletes its health, it will self destruct dealing minor damage. This power no longer accepts Endurance Modification enhancements or sets. Equip Robot Now grants passive resistances to henchmen. Can be enhanced by slotting the power with resistance sets and enhancements. Upgrade Robot Now grants Repair to Protector Bots Can be enhanced by slotting the power with Healing sets and enhancements. Henchmen Cast Times trimmed across the board (including personal attacks) Assault Bot no longer applies -regen, this effect is now applied by the Mastermind personal attacks. Henchmen have had their list of powers revamped, adding a few new powers to improve overall damage. Protector Bots summon power no longer accept heal enhancements. Henchmen no longer have resistances out of the box, Equip Robot is needed to get them. Battle Axe Power Order Brutes/Scrappers: Beheader, Chop, Gash, Build Up, Pendulum, Taunt/Confront, Swoop, Axe Cyclone, Cleave. Tankers: Beheader, Chop, Gash, Taunt, Build Up, Pendulum, Swoop, Axe Cyclone, Cleave. Beheader Now have a chance to apply a defense debuff, chance is tied to the chance to knockdown. Cast Time lowered from 1.33 seconds to 1.0 seconds. Chop Now have a chance to apply a defense debuff, chance is tied to the chance to knockdown. Cast Time lowered from 1.33 seconds to 1.2 seconds. Gash Cast Time lowered from 1.5 seconds to 1.27 seconds. Swoop Cast Time lowered from 1.83 seconds to 1.23 seconds. Whirling Axe (now Axe Cyclone) Renamed Axe Cyclone. New visual FX. Now has a tractor effect that pulls enemies into melee range. Cooldown increased to 18 seconds. (Damage remains unchanged) Radius is 15ft for all ATs. Cast Time lowered from 2.67 seconds to 1.76 seconds. Pendulum Changed from a cone to a targeted AoE sphere attack with a 7ft radius. Cleave Changed from a cone to a targeted AoE sphere attack with a 3ft radius. Range increased to 40ft (not enhanceable). Fire Manipulation Burn This power should no longer summon multiple burn patches. This power should now hit 5 enemies instead of 4. Procs should no longer trigger multiple times per target when using this power. Burn Flames should now inherit the power Accuracy enhancements. Burn Flames now inherit AT classes, caps, and modifiers. Upfront damage now match all other versions. Combustion Cast Time lowered from 3 seconds to 2.4 seconds. Fire Sword Now does pure fire damage. Now grants a small defense debuff. Now accepts accurate defense debuff and defense debuff enhancements and sets. Fiery Melee Combustion Cast Time lowered from 3 seconds to 2.4 seconds. Cremate Now can knockdown foes. Now can be slotted with knockback enhancements and sets. Fire Sword Now does pure fire damage. Now grants a small defense debuff. Now accepts accurate defense debuff and defense debuff enhancements and sets. Greater Fire Sword Cast Time lowered from 2.33 seconds to 1.37 seconds. Now does pure fire damage. Now grants a small defense debuff. Now accepts accurate defense debuff and defense debuff enhancements and sets. Fire Sword Circle Now does pure fire damage. Now grants a small defense debuff. Now accepts accurate defense debuff and defense debuff enhancements and sets. Fiery Aura Rise of the Phoenix (now Phoenix Rising) Renamed Phoenix Rising. This power can now be used when alive. The effects of this power (damage, healing, endurance) will be stronger the closer the user is to death. The player power can't be used if the player has more than 75% health. The power will only make the player invulnerable and grant XP protection if the power is used after death. Damage increased when used while dead, relative to Live. Burn This power should no longer summon multiple burn patches. This power should now hit 5 enemies instead of 4. Procs should no longer trigger multiple times per target when using this power. Burn Flames should now inherit the power Accuracy enhancements. Burn Flames now inherit AT classes, caps, and modifiers. While under the effect of Fiery Embrace, Burn will spawn a second burn patch for 4.5 seconds Consume Power now grants a small Max HP buff even if no targets are available or hit. Power no longer needs a target to grant End Drain protection. (+End still requires targets) Power is now auto-hit. Damage still requires a to-hit check. This power now takes Healing sets and enhancements. Temperature Protection This power now grants Mag 1 Knock protection in PvE. (This is strong enough to prevent most knockdowns and some weak knockback). This power now grants unenhanceable +regeneration. Healing Flames Cast Time lowered from 1.5 seconds to 0.73 seconds. Force Fields Force Bolt (now Repulsion Bolt) Now applies -20% (Defender Values) Resistance to all damage for 30s. Dispersion Bubble Dispersion buff lasts for 15s, allowing it to apply if you leave its radius or the toggle drops briefly. Repulsion Field Combined with Force Bubble, now includes a 25ft radius Repel aura alongside a 9ft radius Knockback aura. The larger repel area acts just as Force Bubble does. No longer drains endurance per target hit in PvE. If slotted for KB2KD, the repel is also disabled. Repulsion Bomb (now Force Bomb) Activation time lowered to 1.67s from 3.07s. Damage lowered to Scale 0.6 from Scale 1. Stun chance lowered to 10% from 40% Now uses Vectored Knockdown Now applies -15% (Defender Values) Resistance to all damage for 30s. Force Bubble (now Damping Bubble) Now a Click power with 90s rech, and 5.2 Endurance cost. Summons a Pseudopet at your location that casts a 55ft radius Dampening Bubble for 45s. Applies +Special Resistance to yourself and allies (Defender Values): 43.25% res to ToHit, Accuracy, Perception, Slow, Recharge, and Regeneration debuffs 21.63% res to Defense Debuffs. This is enhanceable with Defense enhancements. Applies -Special to a max of 16 enemies inside the field: -43.25% ToHit, Slow, Perception, Regeneration -23.63% Defense The Damping Bubble will move to your location if summoned again during it's duration. Quality of Life Changes Level Availability Changes Primary Sets (non-Epic ATs) Tier 8 powers moved from level 26 to level 22 Tier 9 powers moved from level 32 to level 26 Secondary Sets (non-Epic ATs) Tier 2 powers moved from level 2 to level 1 (character creation) Tier 7 powers moved from level 28 to level 24 Tier 8 powers moved from level 35 to level 28 Tier 9 powers moved from level 38 to level 30 Epic Pools Tier 3 powers moved from level 41 to level 38 Hero Epic ATs Nova moved from level 6 to level 4 Inner Light and Sunless Mire moved from level 12 to level 10 Incandescent Strike and Gravity Well moved from level 18 to level 16 Glowing Touch and Gravitic Emanation moved from level 26 to level 20 Solar Flare and Unchain Essence moved from level 26 to level 22 Photon Seekers and Dark Extraction moved from level 32 to level 24 Dawn Strike and Quasar moved from level 32 to level 26 Shining Shield and Gravity Shield moved from level 2 to level 1 (character creation) Quantum Acceleration and Shadow Slip moved from level 24 to level 26 Restore Essence and Stygian Return moved from level 25 to level 30 Light Form and Eclipse moved from level 38 to level 32 Arachnos Soldiers Placate and Frenzy moved from level 26 to level 22 Crowd Control and Omega Maneuver moved from level 32 to level 26 Call Reinforcements moved from level 38 to level 30 Surveillance and Serum moved from level 28 to level 24 Web Cocoon and Summon Spiderlings moved from level 35 to level 28 Arachnos Widows Eviscerate moved from level 26 to level 22 Placate and Confuse moved from level 28 to level 24 Psychic Scream moved from level 32 to level 24 Psychic Wail moved from level 32 to level 28 Vengeance moved from level 35 to level 28 Aura of Confusion and Elude moved from level 38 to level 30 Stealth Toggle Exclusivity Removal Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works). The powers that fall within these stealth toggle rules are listed below. List of Stealth Toggles Arctic Fog Cloak of Darkness Cloaking Device Energy Cloak Field Operative Infiltration Mask Presence Shadow Fall Shinobi Shinobi-Iri Stealth Steamy Mist Super Speed Superior Invisibility Various Power Changes All/Radiation Melee/Irradiated Ground: This power can now only proc once every 10 seconds. Can now accept ATOs. Call to Arms: No longer grants base defense. Now it grants defense to all types. Edict of the Master: Now grants toxic defense. Sentinel/Bio Armor: Updated descriptions of powers to better reflect what they do. Sentinel/Shinobi-Iri: Updated description Power Bug Fixes Controller/Symphony Control/Impassioned Serenade: Removed an extra 0.25s delay from its confuse effect. Dominator/Sonic Assault/Shriek: Can no longer be used while mezzed. Dominator/Sonic Assault/Scream: Can no longer be used while mezzed. Earth Control/Stalagmites: Endurance cost fixed. Now costs 15.6 endurance. Enhancement/Coercive Persuasion/Contagious Confusion: Added a 0.5s delay to confuse proc. This should allow some time for confuse effects from the slotted power to apply prior to checking for the spreading confusion proc. Prestige Utility/Renewal of Light and Return to Battle: These powers now share a Recharge Group and should no longer cause doubly long cooldowns when used. Procs from Bombardment, Sudden Acceleration, and Power Transfer: No longer boostable. Munitions Mastery/Freeze Ray: Tintable version FX now always fires from the correct point of the rifle. Mastermind/Traps/Web Grenade: This power should now accept slow enhancements Sentinel/Bio Armor/Rebuild DNA: Offensive Adaptation now grants +perception and +res(perception). Efficient Adaptation now grants additional endurance. Temporary Powers/Nullifier (all versions): Now disabled in PvP Arena Character Customization Improvements Holstered Weapon System Holstered Custom Weapons (Arachnos/Assault/Munition/Mercenary Mastermind Rifles) Characters with Arachnos, Assault, Munitions, or Mercenary Mastermind custom rifles now have access to the option to display their character's rifle model on their costume. This is controlled via a toggle button next to the weapon just like Sheathed Custom Weapons. The remaining ranged weapon sets will be added to the Holstered Weapon system in a future update. Custom Weapon Adjustments & Fixes Arachnos Rifles renamed from "A", "B", "C" to "Rifle", "SMG", and "Shotgun" to better describe what they look like. Fixed issue where Mercenary Mastermind Rifles were missed for the firing point desync fixes. Wave 2 Aether Prestige Rewards Aether Prestige Costume Additions & Updates The Prestige Costume icons have been simplified and now there are only four, and they correspond to the Tier / Rarity of the costume. Tier 1 / Common / White Tier 2 / Uncommon / Yellow Tier 3 / Rare / Orange Tier 4 / Very Rare / Purple 'Mode' has been dropped from the names of costumes that change based on the body type of the user and they no longer incur a price increase on the BenevoLabs vendor. Costumes that change based on the user's body type have been noted in BenevoLab vendor's offerings and in the costume power's descriptions. Some specific Prestige Costumes have had sheathed/holstered weapon displays enabled on them for specific body types. This means your normal costume's body type must match the costume's in order for the weapon to display. The type that inherits is noted in the description. Costumes that are compatible have been noted in the BenevoLab vendor's offerings and in the costume power's descriptions. Look for these on the vendor if you're interested! Tier 1 - Standard Costumes The two Vanguard costumes are now considered Tier 1 and match all standard specifics of that tier. The missing Wave 1 - Tier 1 costumes that changed based on the body type of the user have been enabled and priced at 10 Prismatic Aether Particle salvage each: 'Costume: Crey Agent' 'Costume: Olympian Guard' 'Costume: Paragon Protector' 'Costume: Praetorian Clockwork' 'Costume: Vahzilok Eidolon' Forty-one new Wave 2 - Tier 1 costumes have been added to the selection on the BenevoLabs costume vendors: NEW WAVE 2 - TIER 1 AETHER COSTUME ADDITIONS: Tier 2 - Legacy Costumes The Tier 2 costumes have been enabled on the BenevoLabs vendors, priced at 100 Prismatic Aether Particles each. These costumes feature discontinued appearances. The initial Wave 1 - Tier 2 costume offerings can be found in the Issue 27, Page 4's patch notes. 'Costume: Legacy Circle Mage' has been renamed to 'Costume: Legacy Circle Ruin Mage'. Five new Wave 2 - Tier 2 Prestige Costumes have been added to the selection on the BenevoLabs costume vendors: NEW WAVE 2 - TIER 2 AETHER COSTUME ADDITIONS: Tier 3 - Premium Costumes & Effects The Tier 3 rewards have been enabled on the BenevoLabs vendors, priced at 250 Prismatic Aether Particles each: This tier features rewards that can change or enhance the looks of your costumes. Tier 3 rewards are advanced customization offerings that are limited for social and/or game performance reasons. Effect powers are their own category of costume enhancement and only one can be active at a time, but they can be used at the same time as a costume power. The pop-menu accolade 'Disable Costumes' option will also disable these Effect powers. As of Issue 27, Page 5's release, there are three Tier 3 rewards featured: 'Costume: Mini Mode' that featured in last Page's notes and makes your costume's model very small. Mini Mode costume cannot be used in PvP. 'Effect: Ghost' which makes makes your model transparent and adds a spectral glow. Tint of the glow can be customized and the transparency turned off in the power customization menu. 'Effect: Shadow' which darkens your model's lighting and adds glowing eyes. Tint of the eyes be customized or the eyes turned off in the power customization menu. WAVE 2 - TIER 3 AETHER OFFERINGS: Tier 4 - Deluxe Costumes The Tier 4 costumes have been added to the BenevoLabs vendors, priced at 1500 Prismatic Aether Particles each: This tier features costumes that have bizarre looks and are oddities you won't see anywhere else. As of Page 5's release, the first offered Tier 4 costumes will be 'Costume: Undefined Mode' which was formerly named 'Mode Costume: Blobby' that featured previously. Another will be made available in a few months. 'Costume: Undefined Mode' automatically also comes with 'Costume: Mini Undefined Mode' for free when purchased! The mini version of this costume cannot be used in PvP. This costume's functionality has been upgraded and it now inherits various elements from your normal costume when used, making it possible to create some interesting and unique looks with it! ---> OR That sure is unusual looking! Seasonal Prestige Costume Additions Seasonal Prestige Costumes are now considered Tier 1 and match all standard specifics of that tier. Two new Halloween Prestige Costume rewards have been added to the various Halloween salvage vendors, priced at 10 Prismatic Aether Particles + 50 of each Halloween salvage type each: 'Costume: Ancient Vampire' 'Costume: Arisen Mummy' Spooky season is always in style! Prestige Costume Fixes Fixed an error with costumes using PlayerBeast's standard movement animations not using the correct set. Fixed Male Eidolon's costume having an extra boot. Fixed missing belt on Nemesis Lieutenant costume. Costumes Costume Additions & Changes All > Special Helmets > Arachnos Helmets: Tintable variants of all the Arachnos helmets have been added. 'Mystic Helm' renamed to 'Mu Mystic Helm' in the editor. Various Additions & Enhancements Badges Badge Changes The 'Womp Womp' badge for defeating Immature Paragon Protectors has been renamed to 'Ankle Biter'. Vanity Pets Vanity Pets Additions & Updates There are three new vanity pets offered by Luna corresponding to the various City of Heroes retail release anniversary months. These pets will be available for purchase each year during these months: May, City of Heroes anniversary: 'Pet: Mini Statesman' vanity pet power for 2004 Reward Merits. November, City of Villains anniversary: 'Pet: Mini Lord Recluse' vanity pet power for 2005 Reward Merits. August, Going Rogue anniversary: 'Pet: Mini Tyrant' vanity pet power for 2010 Reward Merits. They're so iconic! ...and they can be yours! 'Pet: Mini Hero 1' vanity pet power has been added to the Vanguard crafting table offerings under 'Vanity Pets' priced at 10,000 Vanguard Merits. Hero 1 always looks so cool, even when tiny! All older vanity pets have been given the improved movement speed that the newer vanity pets received, which should help them keep up with their owners. The naming scheme for vanity pets has been standardized to 'Pet: Name'. Like Prestige Costumes, Vanity Pets will also now display on a character's info window so players with large collections can show them off. Proliferated Emotes New Emotes Added '/em kneel2'. Added '/em kneel3'. Added '/em kneel4'. Added '/em kneel5'. Arena Options When setting up an arena match, there are now four more options listed under more options: No Passive Resist Bonuses - Allows players to switch on/off the bonus resist everyone gets in PvP. No Incarnates (Alpha Slot Enabled) - Switches on/off all incarnates except alpha. No Incarnates (Alpha Slot Disabled) - Switches on/off all incarnates including alpha. Sudden Death Tiebreaker Phase - Switches on/off the sudden death mechanic at the end of draw games. (Default's to off.) Rated Matches will also now function properly. (I.e. No longer forcing any arena options.) Note: you may need to set up the arena options you want before clicking the "rated" button. Supergroup Bases New Base Items Added Basic Reclaimator (Raid) and Resurrection Circle (Raid) base items which allow for Attackers during supergroup base PvP to revive at those locations rather than at the supergroup entrance portal. Task Updates & Adjustments Removed badge requirements that prevented Praetorians from running arcs from Ambassador Kuhr'Rekt and Johnny Sonata in Ouroboros. Imperious Task Force - Advanced Difficulty Vandal is now using more advanced AI and should be no longer be prone to go on running away sprees. Vandal's ambush now spawns closer to the player team's location meaning he should arrive sooner and be less prone to getting lost on his way there. When Nictus Romulus escapes to the Chamber of the Emperor, he will take any living Barrier Novas with him. Tin Mage's Task Force All of the defeat objectives in Mission 2 must now be cleared in order for the mission to complete. Enemy Group Updates & Adjustments Arachnos Fixed an issue that was causing Lord Recluse to only use Spider Strike when specifically between 50%-25% HP instead of any time below 50%. The eye glow FX on Crab Spider and Bane Spider NPCs has been improved. Devouring Earth Fixed an error with the Dr Aeon's Strike Force's Devoured's tentacles not being tinted the right color. Hero Corps The Major has been given powers and is no longer incapable of defending himself against players. Trolls Skyway City's Supa Troll ravers have paid for Paragon City's finest facial reconstruction plastic surgeons and now their heads do not morph wildly while they are moving. They are free to rave uninhibited (until heroes come to stop them). City Zone Updates & Adjustments Atlas Park Added automatic seasonal map switchover; The October / Halloween variation of Atlas Park should now be active. In November it should automatically transition to the Autumn map variant. In December it should automatically transition to the Winter map variant. In January it should return to the standard non-seasonal map variant.
  6. Tasks Sister Valeria Ambushes no longer chase players endlessly and shouldn't see through stealth. Added missing Incarnate finale rewards for non-task-owners. Repeatable Cimerora Incarnate Missions Due to the inconsistency issue with Sister Valeria not introducing Alexandra Sideris to many players, Alexandra Sideris is now unlocked by owning the Sister Valeria arc completion badge so you will gain access to these incarnate missions even if you completed Sister Valeria's arc using Ouroboros. All option dialog on the task selections now includes a highlight of the mission objectives in red to more easily distinguish what that choice's task will be. Advanced Difficulty - General Re-added missed inspiration restriction modes to 2-Star and 3-Star Advanced Difficulty levels. Advanced Difficulty - Imperious Task Force Mission 3 Fixed issue with initial behavior on the Aereus Colossi Twins that was sometimes causing them to behave strangely. Mission 4 Nictus Romulus Augustus' Ebon Eye now has a -Fly debuff. Sister Solaris In the finale mission the spawns with multiple Minotaur and Cyclopes will now only have two of them at incarnate level with the added Nictus powers. Colleen Nelson Fixed the error that was causing text in her arc to appear as pstrings. Steven Sheridan Atmospheric pedestrians, cars, and trams should no longer spawn on the two new outdoor Rikti invasion mission maps. Power Fixes Fixed numerous typos in power descriptions for Sonic Assault and Symphony Control. Tintable customization of the Munitions Mastery Freeze Ray FX was missed for the fix that resolved the disjointed firing point; Now always fires from the correct point of the chosen rifle model. Costumes Sheathed Weapons Male/Female/Huge - Broadsword: Sheathed positioning for 'Rikti Sword' & 'Rikti Sword 2' on Broadsword adjusted to sit more naturally on the back. Female/Huge - Broadsword: Fixed 'Rapier' & 'Carnival of Shadows Rapier' to scale properly as they were previously bigger than intended. Female - Broadsword: Sheathed 'VK-99 Event Horizon' & 'PX17-N Supernova' were set to the wrong draw FX. Male/Female - Broadsword & Dual Blade: The following smaller weapons have been set to sit slightly lower on the back while sheathed to make them look more natural: Hook Sword Machete Organic Sword Sky Raider Machete Vahzilok Bone Saw Vahzilok Butcher Knife Faer Dagger (Dual Blade only) Dragon Dagger (Dual Blade only) Redcap Dagger (Dual Blade only) Sai (Dual Blade only) Tanto (Dual Blade only) Main Droite & Main Gauche (Dual Blade only) Male/Female/Huge - Dual Blades: Left Dual Blades now sit closer to the Right Dual Blades on all body types so they won't appear to float as far off the back. Female - Dual Blades: Adjusted the spacing offsets for Dual Blades as there was a bit more space between them and the weapons than was needed to facilitate bone size variations in costumes. Male/Huge - War Mace, Bane Spiders, & Mace Mastery: Improved the back position offsets for a couple models that were leaning a little far from the back: Carnival of Light Carnival of War Carnival of Vengeance Carnival Mallet Coral Club Coral Hammer Rularuu's Fury Male - War Mace: Sheathed Tech Mace was set to the wrong draw FX. Enemy Groups Cimeroran Traitors Cimeroran Traitor elite bosses are now bigger and have a slightly different helmet crest to make them more identifiable against the normal bosses, whom they previously shared a costume with. Fixed an issue where Incarnate-level Minotaurs had the damage set unintentionally too high on their Chop power. The Lost Fixed an issue that was causing Lost mobs to spawn at higher levels than intended in certain missions. Zones Peregrine Island Since Castle is now fulfilling his trainer duties in Recluse's Victory to train incoming Temporal Warriors, Vanguard's Incandescent has been appointed as the new trainer in Peregrine Island while she works on organizing collaborative efforts between Vanguard and Portal Corp. Fort Trident The submarine inside Fort Trident was incorrectly pointing to the Smuggler's Ship destinations, it now correctly connects to the Smuggler's Submarine destinations (one-way). The Crucible Owning the 'Arbiter' badge for completing the Barracuda Strike Force now properly unlocks The Crucible as a Long Range Teleporter destination. Supergroup Bases Fixed the issue that was causing "Shower Floor 2" (the smaller of the two) to have changed position in existing bases. Fixed issue that was causing freshly placed teleporter beacons to not attach properly to teleporters. Miscellaneous Removed a non-functional PlayerName variable from contact busy text. Various client stability fixes to address crash reports.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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
  12. Halloween Event The Halloween event is here! Trick or Treating has been enabled in all city zones (note: you need to be in a zone that matches your level in order to trick-or-treat), along with the Whispered Rumor tip mission Dr. Kane’s House of Horror is available in the Holiday tab of the LFG window Both the Zombie Apocalypse and the Deadly Apocalypse are upon us! The Halloween vendors (Malkiel Ivesse in Atlas Park, Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) have stocked up with goodies to trade for your salvage Atlas Park has received a seasonal makeover The event will be active for four weeks, and will end during maintenance on November 2nd Eternal Night will only be active for the first (October 5th-12th) and last (October 26th - November 2nd) weeks of the event; the normal day/night cycle will be restored for the interim period. Changes for 2021 Dr Kane's House of Horror: The Black Whip bonus encounter has been revamped a bit and now rewards the badge Sinister Summoner. Bug Fixes Fixed the Brickstown Prison Break event, which wasn't spawning enough Prisoners to complete.
  13. Powers New Prestige Powers Only Affect Self Activating this power prevents you from attacking foes or aiding allies - all powers will only affect yourself If you are attacked, this power will suppress, allowing you to fight back Disable All Powers Activating this power will stop all your powers and set bonuses from working Both of these powers can be acquired from the P2W vendor in the Prestige Utility category for zero cost Travel Power Descriptions All pool travel powers, prestige travel powers, Kheldian travel powers and sprints have had their descriptions updated to clarify the new stacking and suppression rules Flight / Peacebringer Evasive Maneuvers and Quantum Maneuvers Defence will no longer suppress upon activating any power Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective Group Fly This power should now acknowledge the owner having the Disallow Group Fly option from Null the Gull enabled Concealment Stealth The stealth component is no longer split into two different effects with different rules All stealth now only suppresses after attacking, being hit or clicking a mission objective -Threat will now suppress after attacking, being hit or clicking a mission objective Defence will no longer suppress upon activating any power Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective Miscellaneous Respec Recipes can no longer be sold to vendors Power Tray Locking Add the ability to lock tray numbers, which removes the little arrows from power trays (both regular and floating) Trays can still be changed using commands, binds, and macros This option can be adjusted with /optionset LockTrayNumbers 1 or 0, or it can be found in the Windows tab of the options menu Right-clicking on a power tray (both regular and floating) now includes "Lock Tray Numbers" and "Lock Powers in Trays" shortcuts Options Menu Added a new "Powers" heading in the Windows tab Moved "Power Recharge Indicators" here, along with the new Lock Powers option Moved "Chat Timestamps" and "Chat Timestamps Colors" under the Chat heading Sprint / Run / Jump Invention Sets Added a new IO set category: Sprints Both existing Running sets (Celerity, Quickfoot) are now also in the Sprints category, and are listed as "Running & Sprints" Both existing Leaping sets (Unbounded Leap, Springfoot) are now also in the Sprints category, and are listed as "Leaping & Sprints" Sprint powers now only accept Sprint sets, not Running or Leaping sets All other Running and Leaping powers are unaffected, and enhancement conversion only respects the original Running and Leaping categories TL;DR: This has no impact on existing slotting, builds or conversion, we've made this change in order to be able to introduce new Running and Leaping sets in the future without having to balance around them being slotted in Sprint Freaklok Arcs Adjusted Salamander and Grey Matter's "Hail Mary" powers (in Agent Watkins' Rusty Rivet mission) Endurance cost and recharge times on them have been reduced, making them more dangerous Bug Fixes Henchmen flying at a distance from their owner (due to the new Group Fly changes) will no longer ignore the laws of physics and teleport around the map Henchmen in the air can now be pushed out of the way just like henchmen on the ground Fixed Arachnos Soldier and Arachnos Widow having pstring descriptions during character creation Fixed accidental change to Vahzilok Cadaver resistances Fixed missing "&" in many references to the "Time & Space Manipulation" IO set Fixed Rikti awarding Vanguard Merits in Architect Entertainment Fixed some Giant Monsters awarding badge credit in Architect Entertainment Fixed an exploit which allowed Peacebringers to earn unlimited XP by abandoning two specific missions Fixed Long Range Teleporter sometimes not being purchasable from the P2W vendor after a server transfer Powers Bug Fixes Pool > Speed > Super Speed: Fixed this power sometimes preventing you from picking new powers when levelling up Pool > Teleportation > Teleport (+Shadow Step): Fixed these powers occasionally failing to activate if you had a non-combat NPC targeted Pool > Flight > Afterburner: Fixed the color palette on the Minimal FX theme for this power Pool > Leaping > Super Jump: Now correctly refers to Double Jump instead of High Jump Pool > Sorcery > Spirit Ward: Fixed sound effect repeating too much Inherent > Rest: You can no longer walk very slowly while resting with a weapon drawn Inherent > Stance > Slide: This stance will no longer interrupt flight stances Prestige Utility > Reveal: Fixed this power not being usable in PvP zones Temporary Powers: Fixed several Halloween costume powers still being mutually exclusive with stealth powers Trick Arrow > EMP Arrow: Fixed an issue where the EMP Field left by this power would be colored white when picking No Redraw theme, instead of matching the other fx in the power Sonic Resonance > Disruption Field: Fixed this power being erroneously flagged to alert enemies Sentinel > Mace Mastery > Coordinated Targeting: Fixed missing icon Controller > Darkness Affinity > Fade: Fixed this power causing characters to constantly flicker Controller > Illusion > Spectral Terror: ToHit debuff enhancements should now work in this power Stalker > Dual Blades > Ablating Strike: Fixed a bug where this power would not apply AoE knockdown on combo completion Stalker > Dual Blades > Sweeping Strike: PvP Hide Crit changed from 100% to 50% Stalker > Ice Melee > Ice Sword: Fixed minor scale discrepancy in PvP hidden crit (scale changed from 1.5713 to 1.571) Stalker > Ninja Blade > Flashing Steel: PvP non-hide crit increased from 5% to 20% Stalker > Ninja Blade > Dragonfly: PvP non-hide crit increased from 5% to 20% Stalker > Spines > Spine Burst: PvP hide crit decreased from 100% to 50% Stalker > Spines > Ripper: PvP hide crit decreased from 100% to 50% Stalker > Spines > Throw Spines: PvP hide crit decreased from 100% to 50% Stalker > Street Justice > Spinning Strike: PvE crit scale increased from scale 1.5368 to 1.54 Stalker > Electrical Melee > Jacobs Ladder: PvP Hide Crit changed from 100% to 50% Stalker > Electrical Melee > Thunder Strike: (Splash Damage only) PvP Non-Hide/Held/Slept Crit changed from 10% to 20% Stalker > Fiery Melee > Breath of Fire: PvP Hide Crit changed from 100% to 50% Stalker > Fiery Melee > Fire Sword Circle: PvP Hide Crit changed from 100% to 50% Stalker > Savage Melee > Shred: PvP Hide Crit changed from 100% to 50% Enhancements Essence Transfer Proc: Now works the same as the Stalker's Assassin's Mark proc (must use the power it's slotted in once to grant the global enhancement, but now it will persist instead of expiring after 10s) The Heal no longer scales by enemy combat level Several enhancements were granting less of an increase than they should Specifically, the endurance reduction portion of some non-superior sets was too low (scale 0.5 instead of scale 0.625) and all three parts of the superior ones were slightly too low (0.6162 or 0.6167 instead of 0.625) Full list of impacted enhancements:
  14. Patch Notes: Issue 27, Page 2 Tour Guide Missions Issue 27, Page 2 introduces a brand new type of mission: Tour Guide Missions. These are special tip missions which drop when street sweeping in most zones, and will direct you to any exploration badges that you haven't yet earned in that zone. This is especially helpful for unlocking Long Range Teleporter destinations without needing to rely on VidiotMaps. Detailed Info Enemies in most zones now have a small chance to drop a Tour Guide Mission Tip The tips will only drop when street sweeping, by defeating enemies out on the streets (critters spawned through other means will not count) The tips will drop regardless of your level - grey conned mobs will still drop tips - however, the tip drop rate increases based on the rank of the enemy you're fighting (ie: bosses are more likely to drop tips) Tour Guide Missions are classed as Tips, and will show up in the Tips tab of the Contacts window You can only hold one tip per zone at a time, but can carry a total of three Investigating this tip will direct you to one of the exploration badges in that zone Once accepted, these missions cannot be abandoned, autocompleted, or team completed - you must visit the badge location, which will auto-complete the mission If you earn the exploration badge for a specific tip before investigating it, it will point you towards a different exploration badge in that zone If you earn the exploration accolade before investigating the tip, you will only be able to dismiss it They do not grant any additional rewards beyond the badge All zones which can be unlocked in the Long Range Teleporter have Tour Guide Missions set up (apart from Pocket D and Kallisti Wharf), which is a total of 288 missions! Step 1: Go. Hunt. Kill Skuls. Step 2: Acquire Tips. Step 3: Collect Badges. Travel Power Updates This update brings a wide range of buffs for travel pools, a brand new travel power (as part of an update to the Concealment pool), and some mechanical improvements to how travel powers work. Check out this thread for a detailed breakdown of these changes and our goals for this update. Travel Power Stacking Almost all travel powers are no longer mutually exclusive and can be activated at the same time, but only the strongest buff of each type (run speed, jump speed, jump height, fly speed, air control) will apply This ensures that every power you pick or activate will only ever improve your mobility Some exceptions: Click buffs (eg: Inertial Reduction), external buffs (eg: Speed Boost), and auto powers (eg: Swift) still stack as they did before Prestige Run powers (Ninja Run, Beast Run, Athletic Run) are still mutually exclusive with each other Temporary jetpacks are still mutually exclusive with each other Sprint powers still stack with other run speed buffs and are still mutually exclusive with each other Some Peacebringer flight powers and effects are mutually exclusive with their vanilla counterparts Level Scaling Travel powers no longer increase in strength as you level up, the previous level 50 values now apply at all levels Travel speed caps no longer increase in strength as you level up, the previous level 50 values now apply at all levels Inherent Fitness All Inherent Fitness powers are now gained at level 1 rather than level 2 Travel Stances Inherent > Stance Added Ninja, Beast and Slide Travel Power Only customization options Selecting one of these options will cause the stance to only become active if any of the following powers are active: Super Speed Speed of Sound Super Jump Mighty Leap Infiltration Concealment Pool Concealment has been updated to include a new sneaky & versatile travel power: Infiltration Concealment is now classed as a travel pool - the first 3 powers in the pool are available immediately instead of just the first 2 Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth Infiltration now sits where Invisibility used to be in the T3 slot Stealth Stealth radius increased to match the numbers Invisibility had before this patch PvE radius has increased from 36ft to 55ft PvP radius has increased from 389ft to 611ft Out of combat defense increased from 3.5% to 7% The defense bonuses suppression in this power has been cleaned up, and will now suppress if the user attacks, heals or buffs an ally, commands a pet, is hit by a foe or the user attacks or interacts with a mission objective In-combat defence is unchanged Added a new 'Invisible' customization theme that makes the player barely visible when active Should this power be called Invisibility or Stealth? Have your say here! Infiltration Replaces Invisibility as Concealment's T3 power If you previously had Invisibility, you will now have Infiltration Grants a run and jump bonus similar to Ninja Run Grants out-of-combat stealth 36ft in PvE, 389ft in PvP (the same values as Stealth before this patch) Grants 1.75% out of combat defense Flight Pool Hover Added new "No Pose" customization themes that allows you to remove the Hover stance Note that the Hover stance has a higher priority than the default fly stance, meaning if Hover is active it will always apply even if other flight powers are also active, unless it's been disabled in power customisation Fly Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap is the equivalent of fully slotting the old version of Afterburner This increased cap doesn't apply in PvP Fly > Afterburner Now built into Fly as a free secondary (server tray) power that doesn't require a power pick If you already had Fly, you will now also have Afterburner for free Now a timed toggle (30s duration, 60s cooldown) which increases your flight speed cap by a further 25% (to 102.27mph), and speeds you up significantly No longer applies Only Affect Self or any other effects Evasive Maneuvers has inherited most of Afterburner's old defensive effects Added a Minimal FX customisation theme Null the Gull will allow you to hide Afterburner's pop-up tray Group Fly This power now applies to all pets regardless of their distance from the caster No longer inaccurately claims it applies -Acc Evasive Maneuvers Replaces the old version of Afterburner as Flight's tier 5 power If you previously had Afterburner, you now have Evasive Maneuvers Note that if you previously had Fly, the speed bonus previously given by Afterburner is built into Fly for free, and you'll get the new version of Afterburner as a free popup tray power Evasive Maneuvers is a defensive toggle with moderate endurance cost (0.26/s), aimed at providing you with excellent airborne combat mobility Provides the following effects whilst another Flight pool power (Fly, Hover or Group Fly) is also active: -Fly and immobilize protection Knockback resistance Significant air control Some unsuppressed flight speed (allowing you to fly much faster during combat) Also provides the same level of defense as old Afterburner while out of combat, but this is removed while in combat This bonus is suppressed for 10s when entering combat (the same as Stealth's out-of-combat defence) The defense bonuses will suppress if the user attacks, heals or buffs an ally, commands a pet, or interacts with a mission objective Sorcery Pool Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) This increased cap doesn't apply in PvP Mystic Flight > Translocation Range increased from 300ft to 350ft Cast time reduced from 2.07s to 1.57s Endurance cost reduced from 13 to 9.75 Note: The rest of Sorcery has received an overhaul, see the Sorcery Pool Updates thread for more details Speed Pool Super Speed Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Now has a new momentum leap mechanic Running will build up momentum, allowing you to perform a single very high, very long jump after approximately 4 seconds of running Jumping will cause you to expend your momentum - after landing, you'll need to remain grounded and running in order to perform another momentum jump Super Speed's icon will gain a yellow ring when you are at maximum momentum Super Speed > Speed Phase New free secondary (server tray) power that doesn't require a power pick Toggle, moderate endurance cost Removes collision with characters (ie: phase shift without being untargetable), and sets you to Only Affect Self This allows you to pass through enemies, allies, civilians, cars, and even the Atlas Park blimp! The effects of this power (including the OAS component) will suppress if you are attacked or damaged by an enemy Note: as this power doesn't actually make you intangible, it doesn't trigger (and isn't affected by) the No Phase timer Null the Gull will allow you to hide Speed Phase's pop-up tray Experimentation Pool Speed of Sound Now increases your run speed cap by 30% while toggled on (from 92.5mph to 120.25mph) This increased cap doesn't apply in PvP Leaping Pool Super Jump Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Super Jump > Double Jump New free secondary (server tray) power that doesn't require a power pick Timed toggle, 30 second duration (10s in PvP), 30 second cooldown shared with Jump Pack and Steam Jump Allows you to jump to an unlimited height and jump again mid-air Null the Gull will allow you to hide Double Jump's pop-up tray Force of Will Pool Mighty Leap Now increases your jump speed cap by 30% while toggled on (from 78.2mph to 101.8mph) This increased cap doesn't apply in PvP Mighty Leap > Takeoff Now increases jump speed cap by a further 10% (to 110.39mph) and boosts Mighty Leap to put you at the jump speed cap for 30 seconds Previously this bonus was just under 20%, but it now stacks with the 30% bonus from Mighty Leap Teleportation Pool Teleport Target The following changes have been made when teleporting allies only (the teleport foe component remains unchanged); Removed the 4s interrupt window, significantly speeding up the activation time Increased the recharge by 4s These two changes combined result in the total time between teleports being the same if you have no recharge buffs or enhancements - but it will much faster if you slot for (or are buffed for) recharge Teleport Base range increased from 300ft to 350ft Enhanced range (2x level 50 IOs) increased from 449.1ft to 523.95ft The post-teleport hover buff has been adjusted Now lasts up to 15s, rather than 6s The hover buff will cancel if you move, interact with an objective, attack a foe or are attacked by a foe Teleport's endurance cost is reduced by 50% while this hover buff is active, allowing you to use much less endurance when chaining teleports over long distances Activation time reduced from 2s to 1.5s The actual teleport now happens at 1.0s into the activation, rather than 1.97s into the activation This allows you slightly more time to select the location of your next teleport Location targeting has also received some improvements which also affect Teleport, see "Teleportation Targeting & /powexec_location" in the Miscellaneous section Peacebringer Energy Flight Mirrored all i27, Page 2 changes for Fly Energy Flight > Quantum Acceleration Now built into Energy Flight as a free secondary (server tray) power that doesn't require a power pick Mirrored all i27, Page 2 changes for Afterburner Note that Quantum Acceleration shares a cooldown with Afterburner Combat Flight Combat Flight's defensive buff is mutually exclusive with Hover's defensive buff Quantum Flight Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Quantum Maneuvers Replaces Quantum Acceleration as a picked power If you previously had Quantum Acceleration, you now have Quantum Maneuvers Note that you will also still have Quantum Acceleration as it's now built into Energy Flight Mechanically identical to Evasive Maneuvers, but prettier Note that Quantum Maneuvers cannot be active at the same time as Evasive Maneuvers White Dwarf Step The post-teleport Hover buff can now be cancelled by moving Warshade Shadow Recall Mirrored all i27, Page 2 changes for Teleport Target Shadow Step Mirrored all i27, Page 2 changes for Teleport apart from the animation time adjustment Shadow Step already has a 1.67s activation time Nebulous Form Endurance cost reduced from 2.6/s to 0.65/s This puts the endurance cost in line with Phase Shift Black Dwarf Step The post-teleport Hover buff can now be cancelled by moving Prestige & Temporary Powers Ninja Run + Beast Run + Athletic Run + Temporary Jetpacks All travel speeds remain unchanged Normalized endurance costs to 0.57/s (slightly higher than Fly at 0.46/s) These weren't consistent before - most were lower, some were higher The PvP jetpack has not been modified and still has a 2.0/s endurance cost These powers no longer benefit from global endurance discounts Rocket Board + Magic Carpet + Void Skiff No longer disables all other powers Now applies Only Affecting Self Fly speed reduced to match unslotted Fly Previously you couldn't use anything (even Swift) to increase your fly speed using these powers, so they had a slightly increased speed by default This is no longer the case, you can now stack them with other flight powers to fly at high speeds in style! Can no longer be used in the Arena Panther Travel Power Jump height and speed increased to match Coyote Travel Power More information can be found in the Travel Power Updates thread, please use that thread to discuss these changes Pool Powerset Update: Sorcery Issue 27, page 2 is bringing an overhaul to the Sorcery pool, aimed at making the pool more viable for the widest majority of builds without causing it to be too strong for high-end builds. Check out this thread for a detailed breakdown of these changes and our goals for this update. Spirit Ward This power is now a toggle which can be maintained on an allied target 0.39/s endurance cost Now provides a continually refreshing absorb shield for as long as the toggle is maintained Each tick of the absorb shield lasts for 20s, meaning it will take 20s to max out or fully refresh the shield The initial cast provides a burst of absorb shield This initial burst is the equivalent of a 10s of the refreshing absorb shield The strength of the Absorb shield now scales based on the caster's AT, rather than the target's health ie: Defenders will apply a stronger shield (this is how all other ally buffs and heals work) Cooldown reduced from 60s to 15s Arcane Bolt Cast time reduced from 2.07s to 1.73s PvE damage unchanged, PvP damage updated according to the standard formula If you own Arcane Bolt, any power or inspiration you use has a small chance to grant you an Arcane Power buff Arcane Power will immediately recharge Arcane Bolt and cause it to deal double damage Landing Arcane Bolt will consume Arcane Power (missing will not consume it) Arcane Power will dissipate after 15 seconds if it hasn't been used Arcane Power's visual effect can be customised at the tailor Note: This mechanic is disabled in PvP Mystic Flight Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph) See the "Travel Power Updates" section above for more information on this speed cap increase This increased cap doesn't apply in PvP Mystic Flight > Translocation Range increased from 300ft to 350ft Cast time reduced from 2.07s to 1.57s Endurance cost reduced from 13 to 9.75 Enflame This power is now a timed toggle with a max duration of 60s 0.52/s endurance cost Cooldown reduced from 90s to 10s Can now be used on targets in the air The patch no longer causes enemies to run out of the area, but they may still flee if they feel harassed VFX increased in size to more accurately reflect the full area of effect Fixed dark and light customization options not spawning any VFX at all Fixed numerous bugs which resulted in this power not benefiting from enhancements and procs Procs are triggered by the toggle in a radius around the target, rather than by the patches left on the ground Rune of Protection Duration reduced from 90s to 60s Cooldown reduced from 600s to 180s Now ignores all recharge buffs, enhancements, and debuffs No longer accepts recharge enhancements Buff now applies immediately when the power begins activating, instead of 1s~ into the animation Now grants damage resistance even if you use it whilst mezzed (previously only the mez protection component would be applied) Fixed an issue which prevented the continuing VFX from playing More information can be found in the Sorcery Pool Updates thread, please use that thread to discuss these changes Powers Changes Power Animation & Rooting Update Power animation time and rooting time have been decoupled - meaning that powers now decide how long they should root the character for, not the animation This greatly increases our flexibility in making adjustments to power timing, animations, and rooting, and also fixes various issues surrounding animation cancelling The following powers will now never root during their activation: Ally-targeting abilities that do not hit enemies (eg: Healing Aura, but not Twilight Grasp) Self-only abilities that do not hit enemies (eg: Build Up, but not Soul Drain) Scaling auras which do not damage enemies (eg: Invincibility, Beta Decay) The following powers will still root during their activation (and will do so more reliably): Any power that applies any kind of effect to enemies (this includes attacks as well as damage auras), apart from those mentioned above All powers that summon other entities All interruptible powers (snipes/assassinations/etc) will now root for their uninterruptible window Weapon redraw should no longer cancel attack animations In addition, many powers with excessively long cast times have been sped up (listed below) Stalker Crit Consistency Pass All Stalker Critical Hits should follow these rules (many powers had wrong chances and/or missing/incorrect crit effects): Single Target: 100% chance from Hide AoE: 50% chance from Hide PvE: 7% chance from non-Hide (before Team Size buffs) PvP: 20% chance from non-Hide (when target is Held/Slept) Detailed list of changes: Mastermind Summons & Henchmen Buffs Mastermind Henchmen Summons have had their recharge times reduced: T1 Henchmen: reduced from 60s to 5s (25s in PvP) T2 Henchmen: reduced from 90s to 10s (35s in PvP) T3 Henchmen: reduced from 120s to 15s (50s in PvP) These summon powers are no longer affected by recharge buffs or debuffs Mastermind Henchmen Summons have had their endurance costs reduced: T1 Henchmen: reduced from 19.5 end to 5.46 end T2 Henchmen: reduced from 19.5 end to 9.62 end T3 Henchmen: reduced from 19.5 end to 13.18 end Henchmen upgrade end costs have been reduced from 22.75 to 11.375 Note: This were some quick low hanging changes to help Masterminds out a bit, we are currently investigating further improvements to Masterminds for the future Inspirations Ambrosia This inspiration now applies to the caster and all henchmen (MM pets) The buff will also apply to newly summoned (or resummoned henchmen) until it expires Essence of the Earth This inspiration now applies to the caster and all henchmen (MM pets) The buff will also apply to newly summoned (or resummoned henchmen) until it expires Demon Summoning Summon Demonlings Cast time reduced from 4s to 2s Summon Demons Cast time reduced from 4s to 2s Hell on Earth Cast time reduced from 4.03s to 2.03s Summon Demon Prince Cast time reduced from 4s to 2s Assault Rifle & Mercenaries Ignite (All Versions) Cast Time reduced from 4s to 2s Full Auto (All Versions, including Henchmen) Cast Time reduced from 4s (or 6s) to 2.5s (Mercenary Commando actually took a whopping 6s before!) Stone Armor Rooted Now only applies movement debuffs while Granite Armor is also active No longer suppresses travel powers VFX has been toned down slightly as it no longer represents you being glued to the ground Granite Armor This power now disables all Flying, Running and Jumping toggle powers Ninjitsu Scrapper > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth crit mechanic has been significantly improved Now kicks in after 8s of no combat, rather than 20s This allows the bonus to be used every encounter without requiring you to stop for 20s Stealth crit chance for single target attacks is now 65% Stealth crit chance for AoE attacks is now 30% Power icon updated Sentinel > Shinobi-Iri This power no longer grants movement buffs (as they would be absorbed into the new stacking mechanics) This power no longer accepts Jump, Run and Universal Travel enhancements The buff has been toned down and moved to Kuji-In Rin Stealth damage buff has been doubled from +20% to +40% Power icon updated Scrapper | Sentinel | Stalker > Kuji-In Rin This power now grants a small run speed and jumping buff (and as a click power, this will stack with all other movement buffs) This power now accepts Jump, Run and Universal Travel enhancements This power now accepts damage resistance sets (which will improve the psionic resistance component) Dual Pistols Hail of Bullets (All Versions) Cast time reduced from 4.17s to 2.47s Adjusted Hail of Bullets animation The text description for Dual Pistols powers have been updated for readability, if no issues are found with these descriptions, other powers will follow similar formatting Other Powers Changes Snipe Powers Fast (in-combat) snipes have had their ranges normalized to 80ft (and 100ft for Psi) Slow snipes are unaffected and retain their increased range Phase Powers The No Phase suppression window for all powers (PvE and PvP) has been reduced from 2 minutes to 90 seconds Inherent > Rest No longer has a recharge, making it easier to use at low levels No longer accepts recharge reduction enhancements It should now be a bit harder to accidentally move and interrupt Rest before it begins properly Can now be activated in the air, but you will fall to the ground once Rest is fully active Can no longer activate other powers while resting Hibernate (All Versions) This power no longer de-toggles flight powers, but will still suppress flight Sentinel > Mace Mastery > Focused Accuracy Coordinated Targeting Unlike other versions of Focused Accuracy, this power is a team buff To distinguish it from other versions of Focused Accuracy, it has been renamed to Coordinated Targeting and now has a new icon Electrical Blast > Thunderous Blast (All Versions) Cast Time reduced from 3.7s to 2.93s Radiation Emission > Choking Cloud Cast Time reduced from 3.47s to 1s Darkness Manipulation | Dark Armor > Death Shroud (All Versions) Cast Time reduced from 3.47s to 2.47s Ice Manipulation | Ice Melee > Ice Patch (All Versions) Cast Time reduced from 3.47s to 1.57s Beast Mastery > Summon Dire Wolf Cast Time reduced from 4.67s to 2s Sentinel > Bio Armor > Athletic Regulation The stance benefits of this power have been modified Note: this power always provides +3.67mph Run & +2.2mph Fly speed and -Defence resistance, only the stance bonuses have been changed Before: Defensive: 65% Resistance (-Run/-Fly) Offensive: +227.5% Run Strength & +88.7% Fly Strength Efficient: +113.75% Run Strength & +44.36% Fly Strength & 32.5% Resistance (-Run/-Fly) Now: Defensive: 40% Resistance (-Run/-Fly) (reduces the strength of speed debuffs) Offensive: +2.00mph Run Speed & +3.00mph Fly Speed (a flat increase to movement speed in and out of combat) With the always-on bonus from Athletic Regulation, this gives you a total of +5.76mph Run & +3.47mph Fly speed This is similar to Super Reflexes > Quickness, which grants +5.01mph Run & +2.93mph Fly speed Efficient: +33% Run / Fly Speed Strength (increases the strength of all your travel powers - essentially a free SO in every run / fly power) Note: The combat monitor currently lies about +Fly speed bonuses, the +numbers you see are multiplied by 1.5x before being applied to the total (base fly speed and fly speed total are both accurate) Jump Pack + Steam Jump + Double Jump Improved the reliability of the mutual exclusivity mechanics for these powers Gravity Control > Singularity Singularity will now slowly pull enemies towards it, allowing it to make much greater use of the Repel effect Temporary & Prestige Costumes (aka Halloween Costumes) These costumes are no longer mutually exclusive with stealth powers (they never provided stealth) Trick Arrow > Disruption Arrow The visual FX for this power has been changed to alleviate headaches being induced by the old VFX Due to the health implications of the old VFX, this is not an optional change Freedom Corps > Nullifier > Sonic Grenade The visual FX for this power has been changed to alleviate headaches being induced by the old VFX Story Arc Updates Barracuda Strike Force Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype Defenders now receive Power of Ghost Widow Masterminds now receive Power of Captain Mako Removed broken hospital in the first mission of the Barracuda SF which caused you to get stuck outside the map The Graveyard Shift (Agent Watkins, Blueside) Intro Made a more obvious note that "Ask about available missions" bypasses the intro text when starting it organically in the 20-30 range Mission 1 (Forum Brawl) Zoombies Ambushes all reduced to 1 (From 2) More susceptible to control effects - Sleep, Hold, Stun, Immob and Confusion Slowed them down slightly Made them spawn from further away to give players a moment of reaction time Explosion damage decreased, accuracy increased, radius increased (15ft > 22ft), target cap increased (12 > 30) 1s activation added to explosion - there will not be a telegraphed animation. Added -fly to their vomit -Fly should now actually take it away instead of gifting it -Fly potency increased, duration 15s Zoombies can barf from a range of 30 (was 10) Barf animation changed to the quick projectile barf Zoombies will disappear properly whether the explosion hits or not Zoombie explosion autohits entities friendly to it AI issues resolved Zoombie backpack solved Mission 2 (Cannibal Corpses) Moved mission location to Steel Canyon Added dialog to explain that Dubstitch was the brains behind the Zoombies Added additional context mob for more flavor text Zoombie ambush should show up during, not after, the Dubstitch fight Added resistances and sonic resistance field to Dubstitch Dubstitch's Zoombies should not spawn directly on top of you I mean, in theory anyway Bring inspirations just in case! Dubstitch ambush properly functions Mission 3 (Freak Rave) Rebalanced entry mob density in front room after lobby Replaced one instance of an LT spawn with a Minion, which should make the spawns more in line in terms of expectation of difficulty Mission 4 (Investigation) Added a Bypass dialog function that will allow you to skip the entire investigation and move forward to the next mission in the Rivet For people who don't want to read, or teams of people who don't want to stand around Mission 5 (Rusty Rivet) Added additional UsePower functions for Salamander and Grey Matter (DNA Siphon and Psychic Shockwave, respectively) Added some additional dialog to the mission intro explaining Mander is Salamander Added an objective on Nav to rescue hostages Mission 6 (Pathogen) Added more lab equipment to the Pathogen fight room, made all of them throughout mission much easier to destroy Debuffed the Viral Cocktail and added an element of randomness to the power: ALWAYS: -Regen, -MaxHP, -Def No longer debuffs Max Endurance or Recovery by default. However... 10% chance every 10.5s for each of the following debuffs: -End, -Recovery, 15s -ToHit, 15s -Recharge, 15s 2.5% chance every 10.5s for... A chance to stop and vomit for a moment. Heroes get upset tummies too! To offset this change, the lab equipment will now: ALWAYS: +Regen, +MaxHP, +Def, 60s (Double what the debuff was taking away, 4x the duration of the debuff) 85% chance for: +MaxEnd, +Recovery, 40s 80% chance for: +Recharge, 40s 75% chance for: +ToHit, 40s The fires are now friendly to NOBODY and do half the previous damage, or 1/4 of the first iteration (for those keeping track) Rewrote the "I failed the timer" mission branch to the finale, including CDC Commander dialog Players should not feel miserable for failing that mission now Softened and altered Watkins' dialog to accommodate an improvement to his personality Pathogen now applies -Fly with several of their attacks Mission 7 (Finale) Cortex confuse recharge increased to 30s from 20s Souvenirs Adjusted all souvenirs to reflect changes Freakish Lab of Dr. Vahzilok (Doc Buzzsaw, Redside) Mission 3 (Vah's Lab) Fixed some hostage code errors Mission 4_1 (Council Base) Vandal No longer has Detention Field Added an occasional repel power Added an AOE Knockup power called Drill Strike Added status protection PBAoE Smashing Damage with 75% chance for Knockup All remaining powers in his toolkit have been reduced by a decent margin Coded down to Elite Boss in redside encounter (Other versions are unchanged) Fixed his KB/KD/Repel resistance only existing for 5s Changed AI and attack power priorities on Vandal Vandal should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Drill Strike recharge lowered to 15s Mission 4_2 (Crey Lab) Hopkins Damage needs to be evaluated in teams, solo, and against various build types and ATs Coded down to Elite Boss in redside encounter (Manticore TF unchanged) Removed overlapping resistance powers Should be easier to fight now Gave in to my dark temptations anyway, so: Total Focus removed Whirling Hands removed Spinning Strike added Crushing Uppercut added Initial Strike added Changed AI and attack power priorities on Hopkins Should now use both his ranged and melee attacks more frequently Ranged attacks should be seen more often in rotation Fixed bug causing loop between just Initial Strike and Barrage Hopkins should no longer have the Street Justice combo system factoring into his attacks Tavish Bell Resistances buffed Immature Paragon Protectors Death Gas removed from their powersets within the mission Death Gas will return to their future incarnations Mission 4_3 (Bile's Hideout) TechDeck given additional insurance to not be accidentally killed before you can interrogate him PvP-Specific Changes Arena Maps Lowered the max height on the Last Bastion arena map to 1150 Animation Rooting In PvP only, all powers will only root for 75% of their total cast time Mez Protection The following powers now provide mez protection in PvP: Storm Summoning > O2 Boost (stun/sleep only, 60s) Sonic Resonance > Clarity (confuse/terrorize/held/immob/stun/sleep, 90s) Empathy > Clear Mind (confuse/terrorize/held/immob/stun/sleep, 90s) Force Fields > Insulation Shield (confuse/terrorize/held/immob/stun/sleep, 90s, main target only) Kinetics > Increase Density (held/immob/stun only, 60s) Pain Domination > Enforced Morale (confuse/terrorize/held/immob/stun/sleep, 90s) Poison > Antidote (confuse/terrorize/held/immob/stun/sleep, 90s) Thermal Radiation > Thaw (confuse/terrorize/held/immob/stun/sleep, 90s) Electrical Affinity > Faraday Cage (held/immob/stun/sleep, while inside the static sphere) Trick Arrow > EMP Field (generated by EMP Arrow, held/immob/stun/sleep, while inside the sphere) Magnitude protection will not stack from multiple casters, but the strongest protection will always be active Protection granted by these powers per AT: Defender 10.81 Mag (requires 4 to 6 successful equal type mez to break through [based on the mez being mag 2 or mag 3]) Controller 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Corruptor 8.65 Mag (requires 3 to 5 successful equal type mez to break through) Mastermind 6.49 Mag (requires 3 to 4 successful equal type mez to break through) Other PvP Power Changes Scrapper ATOs and Shinobi-Iri Fixed a bug that prevented most Epic pool attacks from having their crit rate increased by these in PvP Temp Powers > Raptor Pack Duration reduced from 2 minutes to 45 seconds Radiation Emission > Enervating Field (All Versions) Increased -Resistance debuff from scale 2 to scale 3 (30% to 40% in the case of Defenders) Empathy > Absorb Pain (All Versions) Self Debuffs have been increased from 20s to 25s Pain Domination > Share Pain (All versions) Self Debuffs have been increased from 15s to 20s Super Reflexes > Elude (All Versions) This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Ninjutsu > Kuji-In_Retsu This power now grants 20% Elusivity(AoE/Melee/Ranged) in PvP Pool > Experimentation > Jaunt In PvP, this power now recharges in 30s Poison > Envenom Resist Debuff lowered from 40% to 30% (defender values) Pain Domination > Soothing Aura (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Water Blast > Dehydrate (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Temporal Mending (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Time Manipulation > Chrono Shift (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Nature Affinity > Regrowth (All Versions) In PvP, this power grant Heal over Time instead of +Regen, same way it does in PvE Stalker > Dark Melee > Shadow Maul Hidden PvP Crit chance lowered from 100% to 50% Stalker > Dual Blades >Ablating Strike PvP damage chance against held/sleep foes lowered from 100% to 20% Stalker > Staff Melee > Sky Splitter PvP critical damage against held/sleep foes increased from 1.4905 to 2.9810 Miscellaneous Coordinates & /thumbtack Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates The /loc command now displays the current position as a thumbtack link Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link The /whereami command will now also display your current position as a thumbtack link Signature Story Arcs in LFG Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window Note that you will only see the Signature Story Arcs for your current alignment Enhancement Boosters & Catalysts Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button The confirmation dialog box is optional and can be enabled or disabled from the Options window Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation Teleportation Targeting & /powexec_location Added a "cursor" targeting mode to /powexec_location It behaves as if the power was activated with a click at the current mouse cursor location This will allow you to quickly activate teleport with a hotkey without needing to click Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace New Command: /powers_togglealloff Added a new /powers_togglealloff command which will toggle off all currently active toggle Badges Added the "Complicated" badge to Frostfire's story arc This will be granted retroactively to characters that already have the arc's souvenir Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker Pocket D & Null the Gull Simplified Null the Gull's dialogue options for hiding pop-up trays All travel powers now use the same option for hiding trays Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one With the standard travel powers gaining pop-up powers it was necessary to simplify this Removed alignment warning boxes from the elevators The exit to Winter Forest is now marked on the minimap Atlas Park & Mercy Island Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players User Interface "Current Absorb" can now be monitored in the combat attributes window Power details screens should no longer mix up PvP and PvE attributes Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them Improved the readability of power descriptions with the addition of paragraphing and text colours to break up the information PvP IO recipes can no longer be sold to vendors Bug Fixes The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players) Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1" texture issue Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe) Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX Fixed Veluta Lunata's story arcs requiring the Pirate badge in Ouroboros (this requirement was removed from the non-Ouroboros version of the arc a long time ago) Made another attempt at fixing the Duray encounter in Admiral Sutter's Task Force Fixed a non-existent version of Ouroborus appearing in the /search map list instead of the real version Removed incorrect message about mastermind pets in Recharge Intensive sets These enhancements previously stated these sets couldn't be slotted in Mastermind pets - this has never been the case Costume Fixes Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3" Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected Restored "Wolf 2" collar option Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot Fixed missing texture on "Impervium Katana" for Dual Blade models Fixed Huge 'Cyborg 1' Asymmetric Shoulder Pad Adjusted Female 'Fashion Tight' boots to lessen clipping around knees while standing and walking Map Fixes Various geometry fixes in the following zones: Kings' Row The Hive The Hollows Skyway City Terra Volta Eden Peregrine Island Pocket D Dark Astoria Siren's Call Grandville Dark Astoria (Echo) Rikti Crash Site (Echo) Storm Palace: Closed holes in the collision boundary of the zone Renamed a warehouse door in Kallisti Wharf to fix issues with CityZone Any Warehouse missions breaking co-op teams Powers Bug Fixes The following Enhancements should no longer be weaker when hitting higher level enemies: Impervious Skin Numina's Convalescence Sentinel's Ward Miracle Aegis Dominating Grasp Enhancements > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects Prestige > Athletic Run: Icon no longer continuously flashes Various > Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checks) Various > Radiation Blast > Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP Various > Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent Various > Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow Various > Trick Arrow > Glue Arrow (All versions): Fixed the short help text (for reals this time) Various > Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE Pool > Fighting > Cross Punch: Fixed critical damage values Pool > Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power Pool > Speed > Burnout: Fixed this power causing toggles to flicker when activated Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster Blaster > Ninja Training > Shinobi:: Fix critical proc not working while exemplared Blaster > Temporal Manipulation > Time Wall: Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result) Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required) Brute > Regeneration > Fast Healing: This version of the power should no longer ignore healing enhancements Corruptor > Dual Pistol > Hail of Bullets: Fixed a on bug on this version of the power that made chemical ammunition have a lower chance to do damage than intended Dominator > Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination Mastermind > Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation Mastermind > Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation Sentinel > Bio Armor > Genomic Evolution: Fixed a bug which prevented the Offensive Adaptation range bonus from applying Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed Sentinel > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus Stalker > Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18 Stalker/Scrapper > Mace Mastery > Mace Beam: Fixed numerous bugs in the crit damage. Stalker/Scrapper > Mu Mastery > Zapp: Fixed a bug where this version of Zapp would have a projectile delay on it's damage despite the power not using a projectile: Scrapper Only: Fixed a bug that was causing the fast version of this power inflict slow-version criticals The following powers had their attack types corrected (this only impacts defense types):
  15. Patch Notes: Issue 27, Page 1 Build 27.1.3403 Welcome to the patch notes for Issue 27, Page 1! As you can tell, this is a very, very long list. Additionally, due to the large number of powers changes all characters will receive a free respec upon login. New Story Arc: The Graveyard Shift (Hero, Level 20-29) FBSA NetOps Agent Watkins has set up a small command station in North Steel Canyon, as an optimal location to investigate... something. Being somewhat dodgy about his assignment, he has constantly referred heroes to Positron first, to establish a reputation. The tasks that Agent Watkins has for you are no small feats, and involve the clean-up of one of the city's most exciting showdowns. Heroes 20 and above should seek him out, and bring plenty of club soda to wash out any stains. Contact: Agent Watkins, Steel Canyon Listed in Ouroboros under Champion (Level 25-29) > The Graveyard Shift (27.01) This arc features new maps, new environments, the return of the Vahzilok Wasting Disease (it missed you), interaction with the alignment system, an actual investigation with clues and interviews, new badges, three alternate endings depending on the choices you make in earlier missions and... dubstep The Vahzilok enemy group has also been expanded with a wider level range with some additional tweaks for the higher levels This story arc currently awards 20 merits for completion, and an additional 20 merits for the first completion These values will be adjusted in a future update to line up with other content when we have enough data to calculate the average playtime for this arc New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39) A notorious and well-admired sociopath of the Rogue Isles has put out a straight-forward distress call through the Broker network, asking individuals of highly dubious moral constitution to save her neck in the name of Science. Doc Buzzsaw is being stalked by a notable ne'er-do-well and the price on her head is significantly less than the value of preserving it. Villains of level 30 and beyond should seek her out in Sharkhead Isle, in the usual place, and relief will wash over you after the discovery that her attachment to bank accounts has disappeared in the face of her mortality, as an added bonus. Contact: Doc Buzzsaw, Sharkhead Isle Listed in Ouroboros under Criminal (Level 35-39) > The Freakish Lab of Dr. Vahzilok (27.02) Chronologically this arc takes place after the Hero arc above This arc features new maps, new environments, two new enemy factions, a prison break, new badges, several intricate missions with new spawn behaviours and a very, very cryptic poem This story arc currently awards 20 merits for completion, and an additional 20 merits for the first completion These values will be adjusted in a future update to line up with other content when we have enough data to calculate the average playtime for this arc Costume Editor Update: Asymmetrical Shoulders Shoulders now have an asymmetrical toggle, which can be toggled on to allow separate left and right shoulder selection Not every set of shoulders are available in asymmetrical mode, more will be added in future updates All shoulder options remain available in symmetrical mode The Kitten and Panda shoulder options are now available for Male and Huge characters Yes, two kittens Stance Selection In the tailor, a new Stance power in the Inherent tab will allow you to select one of the following stances: Default Ninja Beast Slide This stance will apply to your character at all times, unless you activate a toggle with its own stance (e.g. Beast Run) As this stance is controlled by power customisation, you can select a different stance for each costume A new non-stance version of Ninja Run is available from P2W: Athletic Run Athletic Run leverages your athletic training, allowing you to move at a higher speed and jump greater distances. It is free if you do not already own Beast Run or Ninja Run; otherwise, it costs 1,000,000 inf. Power Customisation Update Support for customising Temporary, Day Job and Accolade powers has been added, and more inherent powers can now be customized. In this update only a few powers are supported, but we are looking to expand this in the future. The following powers can now be customised in the "Inherent" tab: Inherent Sprint Prestige Power Slide Prestige Power Surge Prestige Power Rush Prestige Power Quick Prestige Power Dash The above all have original, light, dark, and minimal FX themes, and the customised versions of the prestige sprints have the dust cloud removed See some examples here The following powers can now be customised in the "Other" tab: Accolades Long Range Teleporter Prestige Travel Supergroup Portal Base Transporter Mission Transporter Day Job Powers Rapid Response Portal Monitor Duty Teleporter Temporary Powers Boon of the Ancestor Spirits (from Graham Easton's arc) Nictus Shadow Step (from Dr. Shelly Percey's arc) Nictus Gravitic Emanation (from Dr. Shelly Percey's arc) Nictus Fragment (from the Moonfire Task Force) Smoke Flash (from P2W) Knight Errant (from the Paladin event in Kings Row) New Blaster Secondary: Sonic Manipulation Sonic Manipulation lets you control sonic forces to manipulate your foes, inflict damage and protect yourself. Powers T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback) A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), chance for Hold) Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. Recharge: Slow T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold) Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow T4: Sound Booster (Self +DMG, +To Hit, +Special) Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Recharge: Long T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), chance for Hold) You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Recharge: Slow T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep)) Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate T7: Disruption Aura (Toggle: Foe -Res) You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback) You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), chance for Hold) You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Recharge: Slow Powerset Revamp: Energy Melee Energy Melee has received a series of changes aimed at improving the performance of the set. Total Focus now acts as an opener for three different Energy Focus combos, including a Total Focus > Energy Transfer combo which provides fast, potent single target damage. Stun has been reworked into Power Crash, a cone attack, in order to provide a small amount of additional AoE capability to the set. Power Changes Barrage If used with Energy Focus: 100% chance for stun and applies a weakening (-special and -regen) effect to the target Energy Punch Recharge increased from 4s to 5s End cost increased from 5.2 to 6.032 Damage increased from scale 1 to scale 1.16 Bone Smasher Cast time reduced from 1.5s to 1.27s Power Crash (Replaces Stun) Power Crash is now a minor cone that can hit up to 5 targets (10 for Tankers) No longer takes melee damage sets, now takes PBAoE damage sets (any existing enhancements will remain slotted until the character respecs) If used with Energy Focus: Target cap increased to 10 targets (16 for Tankers) If you previously had Stun in your build, you'll now have Power Crash Stalkers only: This power has a 16s recharge (instead of a 9s recharge for other ATs), with proportional damage and endurance cost increases per the standard damage formulas As Stalkers do not have Whirling Hands, they rely entirely on Power Crash for AoE damage Whirling Hands Damage increased from scale 1 to scale 1.1819 (it was slightly below what the damage formula dictated) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Total Focus grants a charge of Energy Focus (even if power misses) Energy Focus Energy Focus is consumed when casting certain Energy Melee powers in order to provide bonus effects (Energy Focus is not consumed if the power misses) Energy Focus expires after 15 seconds Stalkers / Scrappers only: This power only crits for 28% additional damage, but when it crits, it will also generate a backup Energy Store that will re-activate Energy Focus after the current Energy Focus is used or expires (essentially it provides two stacks of Energy Focus) Energy Transfer Energy Transfer self damage is now 10% of base max HP for all ATs, and no longer costs any endurance Damage is now 100% energy Recharge lowered from 20s to 10s If used with Energy Focus: Cast time reduced from 2.67s to 1.0s Stalkers / Scrappers only: This power only crits for 28% additional damage, but when it crits, it will not only avoid the self-damage, it will actually heal you for 10% of your base max HP Stalker Power Order Changes Tanker Power Order Changes Other Changes The stun chance for Energy Punch, Barrage and Bone Smasher for Stalkers was lower than the Tanker and Brute versions - this has now been corrected The AE version of this powerset has been updated with missing powers and to match current power effects Powerset Proliferation: Energy Melee for Scrappers Energy Melee has been proliferated to Scrappers, with all the changes mentioned above. Power Order Energy Punch Barrage Bone Smasher Build Up Power Crash Confront Whirling Hands Total Focus Energy Transfer Powerset Revamp: Titan Weapons Titan Weapons was released less than a year before the game shut down, and never had the opportunity for much follow-up work. The set suffers from two problems. Firstly, the mechanics of the set make the set difficult to get started with. Secondly, when fully built, Titan Weapons massively overperforms compared to other melee set in almost every metric. We've gone ahead and removed the arbitrary bonus damage the set has (bringing it in line with the standard damage formulas) in order to reign in the maximum performance bar the set can hit, whilst also refining the Momentum mechanic and redraw animations in order to reduce the clunkiness of the set. Set Changes Removed arbitrary bonus damage from all attacks (roughly 8-10%) Now has the same redraw rules as Katana, and will only play an interruptible draw animation under the following conditions: Out of combat Out of range from the target Power still has not recharged Whilst Momentum is active, all Titan Weapons attacks will: Recharge 25% faster, with proportional damage and endurance cost reduction per the standard damage formulas Have an additional 25% endurance cost reduction Momentum is now granted even if the attack misses all targets Power Changes Titan Sweep Fast version cast time increased from 1s to 1.1s Follow Through Cast time increased from 1s to 1.1s No longer inflicts additional damage over time Confront / Taunt Cast time reduced from 1.96s to 1.67s Whirling Smash Radius lowered from 15ft to 10ft (however, it remains at 15ft for Tankers) No longer inflicts additional damage over time Arc of Destruction Recharge reduced from 20s to 16s Damage decreased accordingly (per the standard damage formulas) Fast version cast time shortened from 1.5s to 1.37s Powerset Revamp: Trick Arrow Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff PvP only: This effect is removed Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s This power is now location based Ice Arrow Increased the -Recharge debuff from -12.5% to 25% Now applies a 60s -Special and -Damage debuff PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s Poison Gas Arrow -Damage debuff now lasts 60 seconds PvP only: Debuff only lasts for 3s after you leave the cloud -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) PvP only: Debuff halved Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) PvP only: Reduced to -20% Debuff duration increased from 20s to 45s PvP only: Duration is still 20s This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power is now location based This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity's Faraday Cage and provides: 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back Pool Powerset Revamp: Teleportation Teleportation has been considered one of the least desirable pools for a while (outside of specific uses, like Stone Armor) due to the wide availability of other travel options. In order to make the set more appealing, we've added two new powers with new mechanics. Combat Teleport emulates the feeling of Speed of Sound's Jaunt to quickly traverse the battlefield without the endurance cost burden of an active travel power, whilst Fold Space introduces a new way to play in melee - bring the enemies to you, instead of going to them! To make room for these, Recall Friend and Teleport Foe have been combined into one power and Long Range Teleport has been removed from the set and is now an unlockable Accolade power. Power Changes Teleport Target (Replaces Recall Friend) Now combines the functionality of Recall Friend and Teleport Foe If you previously had Recall Friend, you'll now have Teleport Target Combat Teleport (Replaces Teleport Foe) A quick-casting, short-ranged (100ft) teleport designed to be used in combat The range of this power can be enhanced, but it cannot be buffed or debuffed by set bonuses or other powers This power can be activated up to 3 times in a row before it triggers a cooldown This power grants a small ToHit buff to your next attack If you previously had Teleport Foe, you'll now have Combat Teleport Teleport This power now grants a 4s untouchable buff If you attack while this buff is active, both the Untouchable buff and the Hover buff will be cancelled If you have been in combat in the last 10 seconds, phase will not be triggered In PvP, using teleport 3 times within a 30 second window will trigger No Phase Team Teleport Endurance cost reduced from 20 to 16 Fold Space (Replaces Long Range Teleport) This power will teleport foes from the nearby area into melee range Line of sight is required 100ft range, 16 targets max, prioritizes closer targets Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power If you previously had Long Range Teleport, you'll now have Fold Space See the Long Range Teleporter section below for more information Warshades Inherent / Umbral Aura > Shadow Recall Now functions the same as Teleport Target, and has a new icon to match (previously this power mirrored Recall Friend) Umbral Blast > Starless Step Now functions the same as Combat Teleport, and has a new icon to match (previously this power mirrored Teleport Foe) Umbral Aura > Shadow Slip Now functions the same as Fold Space, and has a new icon to match (previously this power mirrored Long Range Teleport) Blaster Secondary Revamp After the game shut down, several new Blaster secondary sets were developed (e.g. Tactical Arrow, Atomic Manipulation, Plant Manipulation), but these sets were generally quite overtuned in the crowd control department, whilst also lacking in incentives to get into melee range - both of these factors contributed towards the sets being a tad too safe. Additionally, most of the legacy sets received some changes in the i24 beta just before the game shut down that were never really followed up on. This ended up with several sets (e.g. Ice Manipulation, Electrical Manipulation, Energy Manipulation) being slight underperformers, especially compared to the new sets. This round of changes aims to level the playing field for Blaster secondary sets, both towards each other and towards dedicated crowd control ATs. In general, you'll see many of the underperforming sets receive several buffs (both in terms of damage and survivability), alongside some reductions in the crowd control capabilities of most sets. Tactical Arrow Electrified Net Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Endurance cost increased from 5.2 to 7.8 to be in line with other Blaster Manipulation T1 Immobilize powers Ice Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation ST mez powers Recharge increased from 12s to 16s Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Upshot +Recharge buff reduced to from 30% to 15% +Damage buff reduced from 100% to 81.25% +ToHit reduced from 20% to 15% Flash Arrow This power's effects are no longer irresistible This brings it in line with Smoke Grenade, which has always been resistible Gymnastics (Replaces Agility) Gymnastics and Agility have been merged into a new toggle power Provides knockback protection, a 1.75% defence buff, a recharge bonus, a movement speed buff and some slow / mez protection If you previously had Agility, you now have Gymnastics ESD Arrow Hold now only applies to robots Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Added Stun against all foes (does not override the robot hold): Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Now accepts Stun enhancements and sets Oil Slick Arrow (Replaced Gymnastics) Similar to the Trick Arrow version, but with the following changes: Has half the cooldown (90s vs 180s) Does not have a defence debuff Only has a 15ft radius If you previously had Gymnastics, you now have Oil Slick Arrow Recharge reduced from 180s to 90s Power Order Changes Atomic Manipulation Electron Shackles Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Positron Cell Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Radioactive Cloud Hold effect has been adjusted: 50% chance of hold by choking - choking foes might actually counterattack if hit 50% chance of hold by barfing - barfing foes will continue emptying their stomachs until the duration of the hold expires Darkness Manipulation Penumbral Grasp Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Touch of the Beyond Increased the duration of the self buff from 60s to 120s The self buff now also provides Fear protection The self buff now auto-hits, regardless of if the enemy-targeting portion of this power hits The base accuracy of the power has been reduced from 150% to 120% as it no longer needs to hit to apply the buff Added a short, non-enhanceable Mag 3 Hold (in PvE only) The regeneration buff should no longer be weaker when used against higher or lower level enemies This power is now flagged as a Ranged attack, not a Melee attack (this only affects ToHit checks) Dark Pit Recharge time increased from 60s to 90s Endurance cost increased from 13 to 20.18 Stun changed from Mag 2, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Devices Toxic Web Grenade Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Taser Fixed this power doing PvE damage in PvP Field Operative This power now has a No Fade customization them Selecting this theme will stop the power from fading the player body Gun Drone Now has 80% resistance to all damage Taunt aura reduced to 8ft, mag 3, max of 4 targets Death explosion now has a knockup component Electrical Manipulation Electric Fence Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Thunder Strike Cast Time reduced from 3.3s to 2.53s Dynamo (renamed from Lightning Field) Moved from T3 to T6 (see Power Order Changes below) Is now the sustain power in the set (along with the existing damage aura component) No longer has an endurance cost to run Provides a Recovery and Regeneration buff If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder Force of Thunder Moved from T6 to T8 (see Power Order Changes below) No longer provides a sustain buff Stun changed from Mag 2, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Knockback chance increased from 30% to 100% If you had Lightning Field, it will now be replaced by Force of Thunder and keep the enhancements from Lightning Field Shocking Grasp This power is now flagged as a Melee attack, not a Ranged attack (this only affects ToHit checks) Power Order Changes Fire Manipulation Ring of Fire Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Cauterizing Aura If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Target cap has been corrected from 11 to 10 Energy Manipulation Energize Now provides a small amount of Stun protection (PvE only) Stun Recharge reduced from 20s to 14s This power now has synergy with Power Boost and Boost Range With Boost Range active, this power becomes a ranged Stun With Power Boost active, this power becomes an AoE (instead of boosting its duration) Stun will have an orange ring whenever either of these buffs are active As highlight rings can only be one color, Power Boost and Boost Range are also getting a pale white ring to make it easier to know if their buffs are still active, without having to look at the buff bar Full combo details: Stun = 14s recharge, 7ft range, Mag 3 scale 10 stun, single target Stun + Boost Range = 14s recharge, 60ft range, Mag 2 scale 10 stun + Mag 1 scale 6 stun, single targets Stun + Power Boost = 90s recharge, 7ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Stun + Power Boost + Boost Range = 90s recharge, 60ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Ice Manipulation Chilblain Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Frigid Protection Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Target cap has been corrected from 11 to 10 Shiver Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 18 seconds, now only half of it does) Freezing Touch DoT on this power now lasts 10s, delivering additional cold damage ticks (11, up from 6) Frozen Aura This power now inflicts damage and accepts damage enhancements and sets Sleep changed from Mag 2, Scale 20 to: Mag 2, Scale 20 (non stacking) Mag 1, Scale 12 (stacking) Martial Combat Ki Push Damage increased from scale 0.8 to scale 1.0 Recharge time reduced from 6s to 4s Reaction Time Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth) Throw Sand Stun changed from Mag 3, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Eagles Claw This power now has a chance to cause lethal internal bleeding damage over time, similar to the set's Storm Kick Mental Manipulation Subdual The range of this power is not being adjusted and will remain at 80ft as increased range is part of the secondary effects for Mental / Psionic powers Telekinetic Thrust Recharge increased from 6 seconds to 16s Cast Time reduced from 2.07s to 1.67s Damage Scale increased from 0.8 to 2.92 (per the standard damage formulas) Moved from T3 to T9 (see Power Order Changes below) World of Confusion Moved from T7 to T3 (see Power Order Changes below) Scare Moved from T8 to T7 (see Power Order Changes below) This power is now flagged as a Ranged attack, not a Melee attack (this only affects ToHit checks) Psychic Shockwave Moved from T7 to T8 (see Power Order Changes below) Power Order Changes Ninja Training Immobilizing Dart Toxic damage over time doubled to bring it in line with other single target immobilize powers Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Sting of the Wasp Recharge increased from 5s to 10s Damage increased accordingly (per the standard damage formulas) Choking Powder Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Shinobi No longer grants a damage buff outside of stealth Now grants the caster a 20% chance to inflict lethal criticals with every attack The amount of damage will be based on the recharge time of the power Usually this will be 80% of the standard damage formula This bonus damage ignores enhancements and damage buffs The Lotus Drops Recharge decreased from 28s to 14s This was much higher than intended Blinding Powder Sleep magnitude increased from 2 to 3 Chance for Confuse mag increased from 2 to 3 Chance for Confuse scale lowered from scale 20 to scale 8 Accuracy lowered to 0.8 (to match other AoE CC powers) Golden Dragonfly Recharge increased from 12s to 20s Damage increased accordingly (per the standard damage formulas) Plant Manipulation Entangle Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Skewer Cast Time reduced from 1.67s to 1.23 Strangler Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Spore Cloud Moved from T9 to T5 (see Power Order Changes below) No longer grants a Defiance buff As a toggle, it never should've given one -Regeneration debuff now scales with player level -59.32% at level 20 -80.33% at level 40 -90.83% at level 50 Wild Fortress Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers VFX will now stay active as long as the toggle is active Vines Hold effect has been adjusted: 50% chance to hold foes at scale 8 mag 2 + scale 5 mag 1 Foes not held in this way will be held for scale 1.5 mag 2 and immobilized for 17.88s This power can now be enhanced for immobilization Thorn Burst Moved from T5 to T9 (see Power Order Changes below) Cast time reduced from 3s to 2s Power Order Changes Temporal Manipulation Time Wall Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers Now accepts Damage enhancements and sets Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers Aging Touch Base damage slightly reduced from 1.32 to 1.02 This power was doing more damage than intended Time Stop Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Temporal Healing Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Future Pain Recharge increased from 11s to 18s Endurance cost increased from 11.024 to 16.848 Damage increased accordingly (by about 52.8%, per the standard damage formulas) End of Time Recharge decreased from 22s to 17s Endurance cost decreased from 20.176 to 16.016 Damage decreased from scale 1.552 to 1.232 (per the standard damage formulas) Time Shift Stun changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Architect Entertainment AE versions of these powersets have been updated with missing powers and to match current power effects Other Powers Changes Dark Melee Shadow Maul Target cap reduced from 10 to 5 (16 to 10 for Tankers) Touch of Fear Now a melee targeted AoE with a 10 target cap (16 for Tankers) Now deals negative energy damage over time Fear duration reduced by roughly 50% Cast time increased from 1.17s to 1.97s Only the main target will be affected by the Fear and ToHit debuff Now accepts Melee AoE Damage sets Taunt (Tanker / Brute) Now has the correct icon border AE versions of these powers have been updated with missing powers and to match current power effects Energy Assault Whirling Hands No longer yields double damage with Energy Focus active Instead it will instantly recharge the power Energy Focus Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not - you can now regain it again immediately after it has been spent Cleaned up some timing issues Now shows up on the buff bar AE versions of these powers have been updated with missing powers and to match current power effects Kinetics All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics Transfusion Siphon Power Transference Fulcrum Shift Player powers should notice no difference beyond faster application Some NPC powers may become weaker or stronger depending on their rank AE versions of these powers have been updated with missing powers and to match current power effects Taunt Aura Slotting Auras with a taunt component can now be slotted with Taunt sets If a power could not taunt before, it still cannot taunt now - this change only impacts auras which could already taunt The following powers are affected: Accolades All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs - this affects the following powers: Crey CBX-9 Pistol / Stolen Immobilizer Ray Eye of the Magus / Demonic Aura Geas of the Kind Ones / Force of Nature Vanguard Medal / Megalomaniac Elusive Mind Accolade powers with different alignment versions (e.g. Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown P2W Powers Summon Workbench Can now be summoned whilst flying (but must still target the ground) Jump Pack / Steam Jump These powers were intended to have a 30s lockout timer, but it never worked properly (on initial release, they had a 5 minute cooldown) They sometimes were locked out permanently until you zoned, and sometimes could be used back-to-back They also detoggled Intangibility powers on expiration, and were locked out for 2 minutes by NoPhase, despite having nothing to do with intangibility The not-working lockout timer has been removed, and instead these powers now share a 30 second cooldown (which fixes all the above issues) using the new shared cooldown code tech developed for the accolades above Renewal of Light (P2W) / Return to Battle These powers are no longer mutually exclusive - you can own both at the same time Instead they share a cooldown The Winter Event version of Renewal of Light has been renamed to Light of Renewal to prevent confusion with the P2W version Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers A strange energy spike in Galaxy City reached the old Supergroup Portal and caused a cascade overload in the entire Teleport network. Most of the damage has been repaired, but destinations in temporal flux have been lost to the past. DJ Zero was called in to establish the new portal in his Pocket Dimension, and as a courtesy he also set up portals in two other dimensions: Praetoria and The Shadow Shard. Vanguard has requested further restrictions of traffic near Paragon Heights while their investigation is in progress. More information about these changes can be found in the Zone Travel Updates thread. Please also use the Zone Travel thread for any feedback related to these changes. New Accolade Power: Long Range Teleporter Long Range Teleporter The Pocket D VIP Pass power has been significantly improved and is now the Long Range Teleporter If you previously owned Pocket D VIP Pass, you will now have the Long Range Teleporter with Pocket D unlocked as a destination Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning: An exploration accolade in any zone with a Base Portal (see the "Complete Base Portal List" below for reference), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Long Range Teleporter can be used once to teleport you to any zone that you have unlocked Collecting any exploration badge in a zone will unlock it as a destination Pocket D can also be unlocked with the Pocket D VIP Gold Club Member badge Only zones with base portals can be unlocked (see the "Complete Base Portal List" below for reference) Long Range Teleporter has a 2s activation time and a 10 minute cooldown Activation time is longer in PvP If you activate Long Range Teleporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone This is indicated by the red ring around the power Note that even if you zone without using LRT, it will still go on cooldown - it's not possible to determine if you zone with the power or not Examples: You activate the power. Spend 60 seconds looking at the options before clicking one. When you zone, the power will be on cooldown with 9 minutes left. You activate the power. You don't zone. Two minutes later you activate it again and zone. The power will go on cooldown with 10 minutes left (each activation resets the timer). You activate the power, then keep running around the zone for five minutes. Then you use a monorail or whatever to go to a different zone. The power will go on cooldown with 5 minutes left Long Range Teleporter allows you to use /enterbasefrompasscode to enter any base Fast Travel Menu By acquiring Long Range Teleporter or any of the powers in this menu you will unlock the Fast Travel macro accolade (similar to the Architect Commlink) This lists the various unlockable zone teleportation powers so they don't take up space in your power trays Clicking the Fast Travel icon will open up this menu Powers that are on cooldown or that you do not own (or have no charges of) will be greyed out Portal powers (e.g. Ouro) will be automatically summoned at your feet so you don't need to click again Each option has a keyboard shortcut whilst the menu is open (the white letters) You can also use /popmenu FastTravel in a keybind, macro, etc to access this menu e.g. /bind t popmenu FastTravel will open this menu when you press T, so pressing "T, O" will quickly open an Ouro portal at your feet Base Teleportation The internal command /enterbasefrompasscode has been fixed, and now requires that you be able to enter a base normally before using it (this was always the intended functionality of the command), which includes any of the following: Being within 45 feet of a base portal (including base portals summoned by the new powers detailed below) Being anywhere inside a Supergroup base Using Long Range Teleporter, Base Transporter (P2W) or Monitor Duty Teleporter (Day Job) The command remains available to use until you move 20 feet from the location you used the power, or until you activate another power The base teleportation network now includes many new zones, including zones in Praetoria and The Shadow Shard In total, 16 new base portals have been added, and 7 new base beacons have been added (see the complete list below) The only zones not included are time travel zones (e.g. Cimerora), a few small bases (e.g. The Midnighter Club), Hamidon zones, and layers of other zones (e.g. Underground Imperial City) This same list of zones is also used by Long Range Teleporter New powers which summon portable base portals have also been added (see below for more info) Base teleportation is now more streamlined and consistent Every zone with a base beacon now also has a base portal Base beacons now drop you at the base portal instead of at a random location (Long Range Teleporter also uses the base portal locations) Several base portals have been moved to more convenient locations Base portals no longer have collision, so you can't get stuck inside them The Base Transporter P2W power has had its cooldown reduced from 30 minutes to 10 minutes, and Long Range Teleporter can also take you to your base Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold Complete Base Portal List Paragon City Atlas Park Kings Row (Base Portal moved down to ground level) The Hollows (Base Portal added) Perez Park (Base Portal added) Skyway City (Base Portal moved up to the small park with Synapse and Mynx, near the Monorail) Steel Canyon Boomtown (Base Portal added) Faultline Talos Island Striga Isle (Base Portal added) Independence Port (Base Portal moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone) Terra Volta (Base Portal added) Croatoa Brickstown Crey's Folly (Base Portal added) Founders' Falls Eden (Base Portal added) Rikti War Zone Kallisti Wharf Peregrine Island (Base Portal moved down to ground level) Dark Astoria Extradimensional Pocket D Cascade Archipelago (Base Portal & Beacon added) Firebase Zulu (Base Portal & Beacon added) The Chantry (Base Portal & Beacon added) The Storm Palace (Base Portal & Beacon added) The Rogue Isles Mercy Island Port Oakes Cap au Diable Sharkhead Isle Nerva Archipelago (Base Portal moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone) St. Martial Grandville (Base Portal moved down from the top of the tower to the main square) Praetoria Imperial City (Base Portal & Beacon added) Neutropolis (Base Portal & Beacon added) Nova Praetoria (Base Portal & Beacon added) First Ward (Base Portal added) Night Ward (Base Portal added) The following zones have had their beacons removed: Echo: Dark Astoria These beacons will now be directed to Dark Astoria Echo: Galaxy City These beacons have been destroyed by an energy spike of unknown origin Note: Both of these zones can still be accessed through Ouroboros New Supergroup Portal Power Supergroup Portal (New P2W Power) Available from P2W for 10 million influence Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) 10 minute cooldown, unaffected by global recharge buffs Cannot be used in Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) Other Teleportation Powers Base Transporter (P2W Power) Recharge time reduced from 30 minutes to 10 minutes, and is no longer affected by global recharge buffs Activation time reduced from 17s to 2s in PvE (still longer in PvP) If you activate Base Transporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone This uses the same behaviour listed above under Long Range Teleporter Ouroboros Portal Can now be summoned and entered from level 1, rather than level 14, and is much simpler to earn (see the badges section for more info) Can now be summoned whilst flying (but must still target the ground) Now lasts 2 minutes instead of 5 minutes, but will remain in place after you leave the zone Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (e.g. during Master Of attempts) Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc) Can now be used in Ouroboros This was a side-effect of allowing base portals to be summoned in Ouroboros, and any Ouroboros portals summoned within 15ft of the static Ouroboros portals in Ouroboros will be instantly destroyed (Supergroup portals are not affected by this) Team Transporter (P2W Power) Can now be summoned whilst flying (but must still target the ground) This power has a new icon to match the other prestige teleportation powers Mission Transporter (P2W Power) Activation time reduced from 15s to 10s This power has a new icon to match the other prestige teleportation powers Assemble the Team (P2W Power) This power has a new icon to match the other prestige teleportation powers Auction House Teleporters The purchasable Auction House teleporter powers have been removed from the Auction House These powers had numerous bugs, and teleporting directly to the auction house isn't that useful with the /ah command available Day Job Teleportation Powers These Day Job powers have been shuffled around The Monitor Duty Teleporter (teleport self to base) power can now be earned by logging off near a base portal, and no longer requires the Rapid Response Member Accolade The Monitor Duty badge speeds up earning charges of this power, in line with other basic day job powers Rapid Response Portal is a new day job power which summons a base portal, and is now earned by logging off near a base portal with the Rapid Response Member Accolade With the Accolade you will earn charges of Monitor Duty Teleporter and the Rapid Response Portal The old Monitor Duty day job (which a long time ago granted a Prestige buff, but now grants a Brain Storm bonus) was previously awarded for logging off near a base portal, but is now earned by the Day Trader (Wentworth's) and Marketeer (Black Market) day jobs The old Day Trader / Marketeer Teleporter day job powers can no longer be earned Monitor Duty Teleporter This power has been renamed from Base Teleporter to Monitor Duty Teleporter (to match the badge it is connected to) Recharge time reduced from 600s to 30s (this would be 0s, but we wanted to prevent accidental double usage as this power has limited charges Activation time reduced from 17s to 2s in PvE (still longer in PvP) Rapid Response Portal Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) 90 second cooldown Cannot be used in Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) TUNNEL Network The Hero and Villain TUNNEL networks have been merged together Vigilantes and Rogues will now see both Hero and Villain zones in the list Heroes, Villains, Vigilantes, Rogues and Praetorians can now all use the same portals in co-op zones TUNNEL can now be used by Praetorians Praetorians will only be able to access zones in Praetoria Free Fire Zone (PvP) Helicopter Line All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the hero hospital and in Peregrine Island near the arena) You can also use it to travel between the connected PVE zones, but only those that match your current alignment More information about these changes can be found in the Zone Travel Updates thread. Please also use the Zone Travel thread for any feedback related to these changes. Enhancements Enhancement Upgrade Button Added an Upgrade button to the bottom left of the Enhancements screen This will upgrade all your store-buyable enhancements to +3 of your level, to a maximum of level 50 It costs the same as purchasing the enhancements from a store, and it will not change the enhancement type; a low level DO will be upgraded to a high level DO, not a SO. Combined enhancements will be replaced following the new Enhancement Combining rules described below This means a level 48++ SO will be "upgraded" to level 50 and charge full price Enhancement Combining Combining enhancements now increases their level directly, instead of a combined level enhancement (ie: 33 instead of 32+1) This means you can, through combination, get Titan, Hydra and Hamidon enhancements all the way to level 53 Existing combined enhancements are not affected, but another combination will increase their level and remove the combinations Acquiring Enhancements Single Origin enhancements can now be purchased from vendors at levels 5, 10, 15 and 20 This is meant to equalize the availability of those enhancements at low levels, which currently are mostly obtained through farming the Death From Below trial DOs can now be purchased from vendors at levels 5 and 10, just for parity TOs have been removed from regular vendors but can still be purchased from the Supergroup Base enhancements vendor if you're into that kind of thing Story Arc rewards that used to drop TOs and DOs will now always drop a SO of your origin TOs and DOs will still drop from other sources as vendor trash The tutorial zones now reward the player with Talisman of the Initiate (Damage) SOs instead of Damage TOs Introductory tasks from City Hall reward the player with Damage SOs of their origin instead of Damage TOs The Shop Keeper and Smuggler day jobs will now always award a SO AoE Enhancement Set Categories "Targeted AoE Damage" sets are now "Ranged AoE Damage" sets "PBAoE Damage" sets are now "Melee AoE Damage" sets These rules were already almost universally followed - no changes to which powers can accept which sets have been made at this time Yin's Market Yin's Talisman enhancements can now be used by characters of all origins and are available at level 5, 10, 15 and 20 They are also cheaper than SOs of the same level to purchase from Mr. Yin, although they will cost the same to upgrade Yin's Talisman enhancements now use a fancy golden border There are currently no plans to make those enhancements available to Villains or Praetorians, as the store unlock is a reward for the Faultline arcs Those characters can purchase the enhancements from the auction house, receive them via character email, or store and retrieve them from Supergroup storage if they wish Badges Several new badges have been added to the game! New Defeat Badges Brass Hunter Defeat 1000 Nemesis Jaegers Green Machine Defeat 100 Nemesis Warhulks Brute Forced Defeat 500 points worth of Rularuu Brutes Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Winged Nuisance Defeat 500 Rularuu Natterlings of any rank Running on Empty Defeat 200 Malta Sappers Womp Womp Defeat 100 Immature Paragon Protectors Assault and Battery Defeat 50 Freakshow Super Stunners New Story Arc Badges Spoilers in the box below Other New Badges On the Shoulders of Giants Located in Kallisti Wharf Behind Enemy Lines Complete at least one door mission in Bloody Bay, Siren's Call and Warburg (one mission per zone) Existing Badges Passport Moved from Events to Accolades, and no longer awarded automatically on character creation Now unlocked by earning either: An exploration accolade in any zone with a Base Portal (see "Complete Base Portal List" above), or The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D) Grants the Long Range Teleporter accolade power Hint text has been updated to explain exactly how you earn Long Range Teleporter Pocket D VIP Gold Club Member No longer unlocks the Pocket D VIP Pass power Now unlocks Pocket D as a Long Range Teleporter destination (and unlocks Long Range Teleporter if you don't already have it) Loyal Customer This badge now has new artwork (previously it was using the same artwork as the Air Pirate badge) Unabashed Can now be acquired in the instanced Rikti Mothership Raid instead of just in the zone version Devilfish Improved the reliability of this badge awarding when defeating Lusca Along with awarding to anyone within X feet of Lusca dying, it now awards to anyone that receives kill credit (the normal method for awarding defeat badges) Wincott's Ally / Wincott's Betrayer Now correctly uses the Hazard Zone Exploration Accolade artwork The exploration badges in The Hollows have also been updated to use the correct artwork Burgermeister Now shows as Burgermeisterin on female characters Visionary Changed from defeating 100 Rularuu Overseers bosses to 500 points worth of Rularuu eyes (Watchers, Observers and Overseers) Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Existing badge progress will be transferred (1 boss on the old tracker = 5 points on the new tracker) Power Liberator / Master Thief Moved from PvP to Accomplishment as the Cathedral of Pain Trial has no relation to PvP Monitor Duty No longer increases the rate at which you earn the Monitor Duty (Brain Storm Idea boost) day job power Now increases the rate at which you earn the Monitor Duty Teleporter (Teleport self to base) day job power Day Trader / Marketeer No longer increases the rate at which you earn Day Trader Teleporter / Marketeer's Teleporter day job power Now increases the rate at which you earn the Marketeer (Brain Storm Idea boost) day job power Rapid Response Member / Trouble Maker No longer unlocks the Base Teleporter day job power (this power no longer requires unlocking) Now unlocks the Rapid Response Portal (Summon supergroup portal) day job power Entrusted with the Secret Moved to the top of the Flashback badge list Ouroboros Portals can now be summoned and entered by characters of any level The requirements to earn this badge have been cleaned up: Completing any Flashback story arc using the Pillar of Ice and Flame will award the badge Completing any story arc given directly by a Mender will award the badge Completing any of the following missions will award the badge: Follow up on Holsten Armitage's claim that Senator Dybalski has been kidnapped by Rikti Defeat Ubelmann the Unknown in Ashwin Lannister or Laurie Pennington's story arc Recover the PsychoChronoMetron or Destroy the PsychoChronoMetron from Agent G Find "The Magic Man" and recover the Devil's Timepiece in Mercedes Shelton's story arc Meet with Botis during Vincent Ross' story arc Any mission with Professor Echo from Marshall Brass Defeat Professor Echo when you encounter him during Pandora's Box story arc Confront Mender Silos in the final mission of the Pandora's Box story arc Travel to the ruined Cap Au Diable from the future in any Patron arc Travel to the ruined Atlas Park from the Future in any Patron arc or the Lord Recluse Strike Force Travel to the Dark Victory version of Atlas Park in Statesman's Task Force Entering any of the following zones will award the badge: Cimerora Ouroboros Recluse's Victory Echo: Atlas Park Echo: Galaxy City Echo: Faultline Echo: Dark Astoria Echo: Rikti Crash Site Entering one of these zones will also award the Ouroboros Portal power if you have somehow managed to lose it PvP Updates New PvP Accolades Arena vendors now sell the following PvP-only fakkolades (fake knockoff accolades) for 10,000 influence each: Veteran Combined the four +HP / +End accolades Indestructible Combines Eye of the Magus / Demonic Aura and Elusive Mind Supercharger Copy of Geas of the Kind Ones / Force of Nature Mind Games Copy of Vanguard Medal / Megalomaniac Nullifier Copy of Crey CBX-9 Pistol / Stolen Immobilizer Ray Justice Copy of Call to Justice, the Hero alignment power, shares a cooldown with Rampage Rampage Copy of Frenzy, the Villain alignment power, shares a cooldown with Justice Using a normal accolade will put the non-PvP version of it on cooldown (and vice-versa) These can be deleted when you no longer want them Normal accolade & alignment powers are now disabled in the Arena and in PvP zones PvP Zone Vendors (All PvP Zones) Added vendors selling the Arena temporary powers (which are now usable in PvP zones) The Siren's Call vendor still requires the zone event to unlock PvP Zone Missions (Bloody Bay, Siren's Call) Missions in Bloody Bay and Siren's Call are no longer limited to level 25 / 35 and can now be run all the way to level 50 Completing any door mission rewards the Veteran power Completing any Longbow door mission rewards the Justice power Completing any Arachnos door mission rewards the Rampage power Completing the destroy / save outpost mission rewards the Indestructible power Completing the plant / defuse bomb mission rewards the Supercharger power Completing the kidnap / rescue officer mission rewards the Mind Games power Completing the destroy / recover technology mission rewards the Nullifier power Recluse's Victory All Incarnate powers apart from the Alpha slot are now disabled in Recluse's Victory Support AVs from the zone event now spawn at level 52 instead of level 54 Removed some references to Statesman (RIP) Free Fire Zone (PvP) Helicopter Line All helicopters to and from PvP zones are now connected (including new helicopters in Siren's Call near the hero hospital and in Peregrine Island near the arena) You can also use it to travel between the connected PVE zones, but only those that match your current alignment PvP Power Restrictions (Arena & All PvP Zones) PvP zones now obey the same rules as the arena when it comes to banning powers This means that anything previously disabled in the Arena will now be disabled in PvP zones Arena temporary powers now work in PvP zones The following powers are now disabled in the Arena and in PvP zones: Most Mayhem / Safeguard powers Empowerment Station buffs crafted in bases Most Day Job powers Cathedral of Pain buffs Various prestige / temporary powers Complete list of disabled powers: Other PvP Powers Changes Trick Arrow See the Trick Arrow section above Fast Snipes No longer grant a +50% range buff in PvP Empathy / Pain Domination Absorb Pain: -Heal / -Regeneration reduced to 50% in PvP Share Pain: -Heal / -Regeneration reduced to 50% in PvP Temporary Powers Envenomed Dagger's regeneration debuff is now Scale 1.0 non-stackable when used against players -Jump Adjustments Several adjustments to -jump powers in PvP have been made: Miscellaneous PvP Changes Kicking a player from team during an Arena match now requires confirmation Quitting an Arena team (via the quit button, /leaveteam or the Exit Map button) now requires confirmation Fixed UI scaling for the "Score" button, and made it toggle the results window Disabled the Quit button in Classic UI while on an Arena map The arena map list is now sorted alphabetically Fixed the minimap for Cage Match, Factory, Stadium, Atlas Park, Steel Canyon and Skyway City New Arena Maps 9 new arena maps have been added. Liberty Town (2-32 players) A new arena map using an area from Founder's Falls Minimap: Boomtown (2-16 players) A new arena map using the construction site area of Boomtown Minimap: Ouroboros (2-10 players) A new arena map featuring the destroyed version of Ouroboros Minimap: Last Bastion (2-16 players) A new arena map set in a mostly-destroyed Praetoria Minimap: Praetorian Office (2-10 players) A new arena map set inside a Praetorian Office Minimap: Industrial (2-16 players) A new arena map set in an Industrial area The old Industrial map is now named Factory Minimap: Council Earth (2-16 players) A new arena map set on the Council Earth Minimap: Luna Square (2-16 players) A new arena map set in a generic outdoor city area Minimap: Dam Interior (2-10 players) A new arena map set inside the Overbrook (Faultline) Dam Minimap: Enhanced Gamepad Support Added support for using the left and right triggers as modifiers with XInput Added several convenience aliases for usage with keybinding Virtual Mouse Mode Implemented virtual mouse mode for XInput gamepads Holding both triggers now enters virtual mouse mode: The left stick moves the mouse pointer. This is analog, with a small amount of acceleration past halfway pressed Moving the right stick up and down moves the mouse wheel Moving the right stick left and right passes through to your normal binds, allowing you to turn the camera The A/Cross button is the left mouse button The B/Circle button is the right mouse button The Y/Triangle button is the middle mouse button The d-pad will snap your mouse pointer around the screen The X/Square button will snap your mouse pointer to the center of the screen New Gamepad-Related Slash Commands /extra_modifiers [mod1] [mod2] [mod3] [mod4] Allows setting up to four extra modifiers These (currently) only work when no other modifier is pressed Recommended for XInput users is /extra_modifiers LBumper RBumper /controller_modifiers <first> <second> Allows setting two controller buttons as modifiers On non-XInput devices, when both of these are pressed together, the controller will enter virtual mouse mode The arguments are the button numbers to use (from 1-24) Recommended for XInput users is /controller_modifiers 7 8 (the two triggers, since these are currently hard-coded as virtual mouse mode on XInput) /controller_vmouse <LMB> <RMB> [MMB] [Snap] Configures virtual mouse mode buttons By default, button 1 is the LMB and button 2 is the RMB - the other two are unset Recommended for XInput users is /controller_vmouse 1 2 4 3 (which will give you the configuration from the above patch notes) Further explanation on the use of additional modifiers from @Telephone: Map Changes Minor tweaks and additions to Steel Canyon, Skyway City and Faultline for the new story arcs (contacts, mission locations, etc) Pocket D War Witch has been relocated to the ground floor of the club, just underneath her previous location This change was made in order to minimize disruption to any roleplay going on in the upper floor An entrance to Recluse's Victory has been added to the Pocket D arena DJ Zero doesn't approve of fighting, so if you use this exit, there's no way back to the club from Recluse's Victory - you're on your own Kings Row Under advisement from Vanguard, the Paragon City Council has demolished and sealed shut the former tunnel connecting Kings Row to Galaxy City and reinforced that section of the War Wall to protect the citizens of Kings Row after the strange energy spike that destroyed the teleporter network. The Kelly Graham Foundation has commissioned a new statue of Galaxy Girl to stand in the former location of the Hazard Zone gate, and a small ceremony was held with the former residents of Paragon Heights. The tunnel that previously connected Kings Row to Galaxy City has been sealed A new statue of Galaxy Girl stands where the tunnel used to be This also fixes this area of the War Wall not turning off during Rikti Invasions Minor updates and additions for the new story arcs Independence Port Minor updates and additions for the new story arcs The power lines above Admiral Sutter's helicopter have been moved Siren's Call Rotated the entire zone by 90° in order to match the city map Added a Free Fire Zone Helicopter to the top of the Hero hospital Peregrine Island Added a Free Fire Zone Helicopter near the Arena Perez Park Hazard lights added to the Galaxy City gate Ouroboros Can now be accessed at any level through an Ouroboros Portal (rather than 14+) Cimerora Can now be accessed at any level (rather than 35+) as long as you can access The Midnighter Club Echo: Galaxy City Closed the Perez Park gate Added an Echo transporter (was previously using the monorail as an exit) City Map The old city cartographer has... retired After 15 years, Brickstown is now the correct shape on the city map Other Changes Reduced invite blocking time after quitting a team or league to 5 seconds Restored the classic "pshewwwww" sound when entering the game Halloween salvage vendors (Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) now have icons on the minimap The basic version of Penelope Yin will no longer summon her gigantic pet outside of mission maps This will prevent her from being difficult to talk to in Independence Port Normalized LODInfo hashtable key names This may address or at least rule out some possible causes of the crash upon changing graphics settings that some people are getting Reduced the occurrence of the red ring cursor when choosing a teleport destination It is now possible to teleport to some locations even if the camera loses line of sight to the player /petition no longer requires you to type the subject into the command, you can just type "/petition" on its own to open up the petition window The Tips tab is now visible for all characters regardless of level or dimension of origin The alignment status panel will only appear for Primal Earth characters over level 20 This change currently has no use, it's been added to support some upcoming content Profanity Filter Several outdated / reclaimed terms have been removed from the profanity filter Several slurs have been added to the profanity filter The profanity and copyright filter is now checked during character creation (this is the same behaviour as live - it just wasn't activated) New Command: /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, mission objectives, etc Command: /powexec_location Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers Directional and terrain-following mode are more robust and less likely to stop short of the full distance Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination Target mode no longer tries to occupy the same space as the target - instead it selects a location as close as possible to the target without being pushed away Command: /window_scale The /window_scale command takes the following new windows: contactdialog to independently resize the window where contact give you mission descriptions and such missionsearch to independently scale the AE mission search window missionmaker to independently scale the AE editor window Example usage: /windowscale contactdialog 2 to make it twice as big (accepts anything from 0.65 to 2) Popmenus The "LockedOption" structure in popmenus now has three extra fields: Icon - adds a small image to the left side of the text PowerOwned - unlocks the entry if this power is owned, regardless of state PowerReady - unlocks the entry if this power is owned, enabled, and recharged Mission: The Strongest Bond This is the fourth and final mission given by the contact Ward, in the Night Ward, notorious for unrecoverable team wipe situations due to the location of the in-mission hospital Gurneys moved to roof of mansion in order to buy you some time An Acolyte of Repulsion wards the roof with a Dispersion Bubble and a Force Bubble, but their power is so strenuous and difficult to maintain that they are incapable of doing anything else The Acolytes of Soothing, fragile but helpful, stand ready to assist with sweet nothings of periodic minor healing, but their devotion to your wellbeing renders them incapable of anything else In the spirit of the original encounter, enemies are designed to chase you - this has not changed, we have simply provided the means for you to tip the scales in your favour Bug Fixes (Report Bugs Here) You should no longer see erroneous messages about adding slots to certain temporary powers while levelling up The double Duray fight in the Sutter Task Force should no longer fail to complete properly Fixed an issue on the Portal Corp tech lab variant map in which certain objective placements would cause them to be almost entirely buried in geometry You won't need to dig around for buried glowies anymore, but you are still on a Dr. Q... Minor geometry fixes to Siren's Call, Talos Island, Port Oaks and Atlas Park Fixed an issue that caused Ouroboros portals to occasionally be targetable when summoned by a villain Fixed an issue that caused the base portals in Recluse's Victory to count towards the Duty Monitor (supergroup base) day job, and block the Predator (PvP zone) day job Fixed the mission reward for levels 10 to 14 missing Pool B invention recipes Tutorial missions in Outbreak and Breakout can no longer be abandoned Fixed an issue that caused the glass on police drone sirens to not render correctly Fixed the Lost Curing Wand sometimes revoking too early (and sometimes not revoking at all) during Montague Castanella's story arc Powers & Enhancements Bug Fixes Procs that inflict damage should no longer auto-hit even if slotted in powers that auto-hit foes. This applies to: Enhancements Incarnate: Hybrid Note: this already applied to Incarnate Interface procs, nothing changes there Fixed recipe name for Encouraged Accuracy: To Hit Buff Dual Pistols: AoE powers no longer grant Defiance for every target hit Single target powers no longer grant double Defiance Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE Savage Melee (Scrapper & Stalker): Fixed numerous errors with critical hits Many powers had incorrect crit values or would not crit in PvE, PvP or both Sentinel > Vulnerability: Will no longer spam floating messages when triggered Dark Miasma > Tar Patch: Was recently flagged to ignore resistance - this was not intended and has been fixed Enhancements > Gaussian's Synchronized Fire Control: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Enhancements > Performance Shifter: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range All powers that provide +Stength buffs (e.g. Power Boost, Power Up) are now set to ignore strength buffs This resolves unintended issues of chained +strength buffs applying buffs multiplicatively, instead of additively Epic > Mastermind | Blaster > Oppressive Gloom: Self damage will no longer variate based on enemy level Temporary Powers > Ethereal Shift: This power no longer ignores NoPhase Dark Miasma | Dark Affinity > Twilight Grasp: Fixed a bug where tintable versions of this power would not play the healing sound or FX Blaster > Fire Blast > Blazing Bolt: The slow version of this power was giving the player a 100% range buff instead of 50% - This has now been corrected Scrapper | Brute > Energy Aura > Energy Cloak > Fixed a bug where the stealth was not suppressing in combat, preventing the taunt aura from working Blaster > Assault Rifle > Sniper Rifle > Text description no longer claims there is a bonus when using Targeting Drone. This bonus was depreciated long ago with the Devices changes Dominator > Martial Combat > Masterful Throw > This power should now accept ToHit Debuff sets and enhancements Dominator > Savage Assault: Attacks should now grant bonus Domination Meter in PvP Feral Charge is now flagged as AoE instead of Melee Radiation Melee | Assault > Radiation Siphon > This power no longer states it has an arc, or radius Fixed a bug with certain powers which provided a stacking buff that was meant to be replaced (e.g. Invincibility) Sentinel > Dark Armor > Obscure Sustenance: Buffs from this power should now ignore enemy level differences Standardized the formula used for non-incarnate procs - this impacts the following procs when used on a power that is above 20s recharge time: Opportunity Proc Envenomed Blades Frostbite Dominator > Electricity Assault > Static Discharge: Now takes End Modification sets and enhancements Dominator > Savage Assault > Feral Charge: This power now clearly states it is an AoE attack Brute | Tanker > Martial Arts > Eagle's Claw: Damage buff from this power should no longer be affected by enemy level Sentinel > Ice Armor > Frost Protection: This power should now accept recharge enhancements Sentinel > Ice Armor > Moisture Absorption: This power should now be flagged as an AoE attack, not a Ranged attack (This only affects ToHit checks) Stalker > Willpower > Reconstruction: This power now accepts resistance enhancement sets Tanker > Stone Armor > Earth's Embrace: Heal in this power has been flagged to ignore resistances, as all other Armor Set self-heals
  16. Costume Editor Update Auras have been separated into two slots: Auras and Path Auras Boots and gloves now have an asymmetrical toggle, which can be toggled on to allow separate left and right glove and boot selection Not every set of gloves and boots are available in asymmetrical mode, more will be added in future updates All sets of gloves and boots remain available in symmetrical mode New Support Powerset: Electrical Affinity You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds. Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes. New Origin Power Pool: Experimentation "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. General Improved the loading time and stability of Architect missions with a large number of custom critters. Mac OS X 10.15, codename Catalina, removes support for 32-bit applications. We have been hard at work for the last couple of months upgrading the client and all server components to 64-bit, while @Manga has been working on a new version of Island Rum that uses the 64-bit version of Wine to run the game in Mac and Linux. This patch , fingers crossed, is the culmination of those efforts. Mac users experience issues When launching Tequila, you will now be presented with three options: Victory 32-Bit: new 32-bit client based on modern development tools; backwards compatible with Windows XP. Victory 64-Bit: new 64-client, which is required for players running Mac OS Catalina and recommended for players running modern operating systems; players on older operating systems may need to install the Visual Studio Redistributable Package from Microsoft in order to launch this client. If you have a Mac, even if you're not currently running Catalina, please contact check out this post if you have problems with Island Rum. Since Mac users are a minority, we are going to need a lot of feedback to make sure things run smoothly for everyone. Linux users can still run the 32-bit client under Wine so they're less of a concern, but if you want to test the 64-bit client, be aware that it is dynamically linked and you will need to install the Visual Studio 64-bit runtime. The 32-bit version is statically linked to maximize compatibility. Because of the extensive code changes to both server and client with this patch, none of the data changes currently on the Beta servers are being published until we ensure that this patch is stable and will not require a rollback. Ambassador Kuhr'Rekt no longer requires the Native badge, which is unavailable to former Praetorians. The contact "Max" in Dark Astoria will no longer be stuck unable to give you any missions if you finished his arc using Ouroboros before running Dark Astoria normally. He should always, at the very least, offer the mission that introduces Praetor Duncan. Sentinels will now receive the Power of Scirocco clickie in the Barracuda SF. Fixed an issue that broke Windows XP compatibility with the 32-bit Client. Fix detection of more than 4GB of physical memory on 64-bit platforms. Be more aggressive about capturing the mouse pointer while in mouselook and camrotate mode. Fix the magical shrinking window on 64-bit; Windows Vista and newer in 64-bit mode report system metrics for window frame size differently. The 32-bit client should now work properly on Windows XP and old versions of MacOS; please let us know if you still need the Safe Mode client. Native High DPI Scaling mode. The game will now use the Windows UI Scaling setting for the monitor it is currently played on. You can disable Automatic UI Scaling from the Options (under the Windows tab) and change it manually. This slider can scale a lot more things than the old Window Scaling setting, which is still available via slash commands for individual windows. Added option under Windows tab to independently change the size of the names above players' / NPCs' heads. Added the ability to select Borderless Fullscreen mode in any monitor connected to the system. Corrected an issue that caused some billboards in the game to have swapped the colors blue and red in the 64-bit client. Fixed a crash on certain missions that spammed LOTS of chat bubbles (Confront Veles, Investigate Harvan's Lab). You can now move stacks of salvage out of the vault again. The background color for Damage Resistance enhancements is now a slightly redder hue, to distinguish them from Defense enhancements. Social Added a roleplaying tag which will flag yourself as currently RPing. This will change your character name to appear in purple as well as adding a "Roleplaying" title. Use /roleplaying to toggle the flag on and off, or use the dropdown in the helper window (H by default). Increased Supergroup membership limit from 150 to 300. Stability Minor adjustments to particle physics in an attempt to prevent or mitigate a crash happening deep in the internals of the PhysX library. As we have not yet been able to reproduce the crash under controlled circumstances, this may or may not have an effect. Input The game no longer uses DirectInput due to incompatibility with Mac OS Catalina, and now uses standard Windows messages for input. For the most part you should not notice any difference, although players with international keyboard distributions may have issues entering non-English and special symbols. DirectInput Joystick support has been replaced replaced it with new Game Controller support. Instead of a simple "Joystick Input Enabled" toggle, you can select which device to use from the options menu. Native support for XBox controllers as well as other XInput compatible controllers. This is not available on Windows XP. Controller vibration support for XInput devices: Damage received Environmental effects Turn on vibration on the options menu, or you can choose to only enable vibration effects from one of the above sources. Raw Input handles non-XInput devices and replaces DirectInput. All DirectInput-compatible devices should be supported, including traditional joysticks. Fixed ability for the game to distinguish between the right shift and left shift keys Fixed Num Lock and Pause/Break being swapped in key bindings (Windows itself has this backwards for some reason) Added special handling to make bindings with Shift+Number Pad keys work (more fun legacy MS-DOS leftovers) Controllers in rawinput mode will now properly report D-Pad directions Added button debounce for rawinput mode to handle hardware with noisy button switches Reduced analog stick dead zone for XBox controllers in native (XInput) mode Physics PhysX simulation is no longer frame-locked to the game. It now runs asynchronously, so if PhysX is processing too slowly to keep up, it should not slow down your framerate, but instead use larger simulation steps to compensate. If it falls too far behind, the number of PhysX objects in the scene will be reduced by removing the oldest objects. When particle physics quality is set to "High" or above, mutual collision is enabled between all PhysX objects. This means that junk from Propel will stack up instead of passing through other debris, bullet casings, trash, and leaves will bounce off of and can even come to rest on it, etc. These objects also affect each other, so pushing leaves around causes other nearby objects to move (depending on their mass). When physics quality is set to "Very High", the simulation step resolution is increased by 50%, and the step rate is allowed to scale up to 120fps rather than being capped at 60fps. Large objects (i.e. gravity control) will always interact with all other objects, even on the Low physics setting. User Interface A fresh install now defaults to borderless windowed mode on the primary monitor, for maximum compatibility with monitors that don't support such tiny (and petty) resolutions as 800x600 or 1024x768. Pressing Alt+Enter to switch to fullscreen mode now always switches to the desktop resolution. Non-native fullscreen resolutions can still be selected from the options menu. Pressing Alt+Enter to switch out of fullscreen back to windowed mode no longer results in a huge window that is partially offscreen. Running the game with -safemode to reset the graphics options now resets them to windowed mode, rather than 800x600 fullscreen which is not very safe. When in borderless windowed mode, the game will drop topmost status on loading screens and when waiting for network connections, to ensure that it's possible to Alt+Tab out to other windows while the client is otherwise busy. Miscellaneous Added a new command line parameter: -gfxreset This will cause the game to reset all graphics settings and launch the game in windowed mode. Added some safety checks to game startup to ensure the game will not try to run borderless or on a monitor that's no longer connected. Switched to a different method of hooking the Print Screen key. This should fix the issues with using modifier keys in conjunction with it, as well as allow it to pass through to the OS so the traditional "copy to clipboard" functionality works again. Resynchronised modifier key state in certain edge cases (mostly involving the numeric keypad) to try and resolve issues of the shift key rarely getting stuck. Bug Fixes Fixed an issue with missing color palettes for Spines and Thorn sets in the Power Customization screen Fixed the damage percentage display in the description of the Going Rogue pre-order enhancements (the enhancements available from the P2W vendor) Fixed a client crash that could occur when combining enhancements Fixed the enhancement screen to correctly show salvage (boosters & catalysts) in the second slot when combining Fixed a major performance issue relating to the Targeting Drone fix from earlier today Soulbound Allegiance's Chance for Build Up proc again proc on Pets. It should not proc on players when summoning pets. Fix for issue with Engagement status that has been keeping Targeting Drone from dropping it's Up-Front damage buff while in combat. Fixed a bug where Degenerative Interface was over-stacking on raid encounters. Fix Rune of Protection FX persisting until zoning. Fix incorrect color of Common Vigor Alpha. Doc Buzzsaw was not aware of the decreased level range for Positron Part 1. She now spawns all the way down to level 8. Fixed very old memory corruption bug that could randomly cause crashes or other strange behavior while loading into a map Resolved a longstanding issue that would cause a crash if the game is installed in a folder with a path name longer than around 130 characters Fixed several client crashes reported through the Homecoming Crash Handler Fixed Adamastor summoning ritual not actually summoning Adamastor Fixed a bug with many special encounter enemies failing to telegraph their moves or spamming abilities they should not be using all the time (for example, Marauder spamming Nova Fist without warning) Fixed scripting issues in The Magisterium iTrial Fixed scripting issues in the Dilemma Diabolique iTrial Fixed an issue that caused cutscenes to not play Fixed scripting issues with the Propaganda event New characters should no longer see a "SILENT" popup upon first login. Invention > Build Snow Beast: should no longer show as a PString in mail attachments. Invention > Sentinel ATOs should no longer show as a PString in mail attachments. Fix issue with AltGr causing the A key to clear text boxes. Fixed clip region for the load costume list in the costume editor on high DPI monitors. Added a sanity check for the UI scale on startup in case it gets corrupted in the registry. Added a work around for a deficiency in old versions for Wine on Mac that resulted in a divide-by-zero crash on startup. Candy Canes can no longer drop in Architect Entertainment missions. Fixed mistimed VFX for the dark version of Atom Smasher. Fixed a bug with the 3D resolution option sometimes showing incorrect values in the options menu when in borderless windowed mode. Closing the options window on the login screen will no longer result in various options being reset on the first character you log into. (Maybe) fixed the issue with the D-Pad on PS4 controllers. Characters that crash on the first login after creation and become corrupted will now be cleared out by the dbserver instead of staying in the character list. Fixed crash when clicking Accept on the SG Settings interface when no fields where editable. Make it somewhat less likely for defeated enemies to be twisted into pretzels: Overhaul ragdoll parameters. The spring and dampen settings must have been different in older versions of PhysX, because the ones in NwRagdoll did almost nothing; which is why everything was so limp. Fixed joints (for all bones that don't have a spherical or hinge joint with special parameters) are apparently not working correctly, so replace them with a hinge joint that has a very small range of motion. This is still not perfect. As @Number Six put it, "Ragdoll is still broken, but it's broken in new and different ways." Fix enhancement tables not properly displaying % signs (and possibly crashing). Switching alignment with a completed mission will no longer abandon it. This was being exploited in order to repeatedly obtain the last mission of a story arc (delivery missions in particular) and obtain the merit rewards for the arc again and again. As a result, the mission will be stuck in your list until you switch to a compatible alignment and are able to call the contact again. The five Enhancement Sets from the Lords of Winter Super Pack (Avalanche, Blistering Cold, Entomb, Frozen Blast and Winter's Bite) are no longer incorrectly grouped with their Superior versions in the auction house. Many fixes to UI scaling for scrollbars, listviews, and compass elements. Fixed an issue preventing base item rotation in the 64-bit client. Implemented a workaround for a rare issue where the mapserver connection would get stuck while zoning into a map. Fixed the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa. Prevent immediate crash when passing a -patchdir parameter to a nonexistent directory. This seems to be happening on certain Macs. Fixes for many Mapserver crashes unearthed by the new crash handler. Various fixes and stability improvements to the client. This should allow some users that were previously stuck on the Safe Mode client to now use the new client. Fixed a bug that allowed players to inadvertently delete the geometry of entire zones. Possibly fixed a bug in certain AMD/ATI video drivers that crash the client when queried for how much video memory they have. Provost Marchand (Brickstown) will no longer give Hero-only missions to Villains/Rogues under rare circumstances. Powers Fixes Brute Melee > Battle Axe > Cleave: Max targets reduced from 10 to 5 Scrapper Melee > Battle Axe > Cleave: Max targets reduced from 10 to 5 Tanker Melee > Battle Axe > Cleave: Max targets reduced from 16 to 10 Tanker and Brute inherent taunt procs now generate a combat message for the caster, to help determine if the taunt proc is currently working. Archery > Ranged Shot Fixed a bug where would not animate in the character customization screen. Blaster Ranged > Electric Blast > Corrected an FXGEO feedback error with this power's FX. Blaster Support > Atomic Manipulation > Beta Decay: Text should no longer state it taunts enemies. Blaster Support > Atomic Manipulation > Electron Shackles: Should no longer accept Endurance Modification enhancements or sets. Blaster Support > Psoinic Manipulation > Drain Psych: -Regeneration effect should no longer be enhanceable. Dark Control > Umbra Beast: Should now accept Fear Enhancement and Sets. Devices > Targeting Drone: The power description for Targeting Drone has been fixed. Dominator > Fire Control > Fire Imps: Should now always summon 3 imps. Dominator > Psionic Assault > Drain Psych: -Regeneration effect should no longer be enhanceable. Dominator > Savage Assault > Call hawk & Feral Charge: Should no longer accept Dominator Archetype Enhancement sets. Pool > Force of Will > Mighty Leap > Takeoff effect can now be cancelled. Pool > Force of Will > Weaken Resolve: Fixed typos. Now accepts Accurate ToHit Debuff enhancements. Gravity Control > Singularity should now apply and take advantage of the Impact mechanic. Ice Melee > Frozen Fists (Brute/Stalker/Scrapper) Power Description should no longer say it adds -res. Incarnate > Hybrid : Should no longer fail to shut down after zoning. Martial Arts > Crippling Axe Kick: now accepts defense debuff enhancements and sets. Poison Weaken and Cold Domination -Special powers should no longer be boosted by +Special powers like Power Boost. As a rule, Str effects should not be affected by other Str effects. Pool > Concealment > Stealth and Invisibility: translucency issues should now, FINALLY be fixed. Pool > Leaping > Spring Attack: should now do damage when used by Sentinels Proton Volley's Fast-Snipe sphere FX should now tint properly. Radiation Armor > Beta Decay: Taunt magnitude should now always be Mag 4 Radiation Melee > Contamination AoE should now reliably trigger when hitting a contaminated target. Sentinel > Bio Armor > Athletic Regulation: Should no longer accept travel enhancement sets. Sentinel > Energy Aura > Power Armor: Should now accept Healing Enhancement Sets Sentinel > Fire Blast > Blazing Blast: Should now do 13 ticks of damage over time. Tanker Melee > Psionic Melee > Greater Psi Blade: Should no longer do AoE insight damage. Temporary Powers > Ethereal Shift should shut down automatically as other Phase Shift powers. Boosts > Performance Shifter > Chance for +Endurance: Should now have a chance to grant the caster Endurance if used on an offensive attack. Arachnos Soldiers > Summoned Spiders should no longer play a teleport fx every 10 seconds. AE Critter > Sonic Resonance > Liquefy: This power had a range of zero. It has been changed to 60ft. AE Critter > Pain Domination > Soothing Aura: This power is now an Auto, as most AE versions of Toggle powers. AE Critter > Force Fields > Personal Force Fields now lasts 30 seconds instead of 0.75 seconds. AE Critter > Assault Rifle > Ignite: Should now properly do damage. Fixed the Tanker and Brute Global Taunt Proc not triggering on aura powers. Fixed bug with Gauntlet not triggering main-hit taunt messages. Clockwork Reassembly power should again calculate the chance for each individual spawned Gear, instead of only once at death. Average spawn count over time will not change, but it will be rare to get no Gears out of a defeated boss. Fixed many missing PStrings on crafting windows and mail attachments. Proton Volley's Fast-Snipe sphere FX should now tint properly in the Dark Theme. Fixed an issue with many powers displaying duplicate effects in their power info window. Addressed a bug where sometimes, after zoning, Bio Armor would have two both, offensive and defensive Adaptations active simultaneously. Many Lore Pet powers were not subject to PvP Mez suppression, this has been fixed. Players should no longer see a debuff icon when Carnival Master Illusionists summons pets. Players should no longer see a debuff icon when Tuatha Bosses use Animated Stone. Fixed short tool tip for Sirocco's Dervish to clarify it is a chance for damage. Mind Control > Terrify: This power no longer states it accepts Accurate ToHit Debuff sets. This power has never had a ToHit Debuff component. Fiery Melee > Breath of Fire: Fixed an animation bug when the power is used with Shield Defense. Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power. Sentinel > Dark Blast > Antumbral Beam: Fixed missing sound FX. Dominator > Martial Assault > Masterful Throw (Quick Version): Adjusted the projectile and hit timing. Blaster > Devices > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Martial Assault > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Thorns > Thorntrops: Enhancements and Procs should now work on this power. Brute > Fury: Fixed a bug where some auras would passively grant the brute small amounts of +Fury. Blaster > Sonic Attack > Fixed PString messages on Power Customization. Fixed a bug where Targeting Drone's Up-Front damage would not always cancel out in combat. Incarnate > Interface (All Damage over Time Procs): Fixed a bug that resulted in lower than expected chance (thanks @Bopper & @Gulbasaur!) Short Tooltip for the following procs for the following procs changed to clarify they provide a chance for damage: Gladiator's Net Javelin Volley Mako's Bite Defender & Corruptor > Epic > Power Mastery > Power Build Up: This power should no longer have it's strength enhanced by other Power Build Up powers. Stalker > Ice Melee: Attacks in this powerset should now properly display CRITICAL float messages when they crit. Stalker > Ice Melee > Frost: This power should now take range enhancements, same as other versions of Ice Melee > Frost Pool > Sorcery > Rune of Protection: Clicking on this power should not trigger the animation if the power has not recharged. Pool > Hasten: Clicking on this power should not trigger the animation if the power has not recharged. Peacebringer > Light Form: Clicking on this power should not trigger the animation if the power has not recharged. Advanced Crash Avoidance Technology Implementation The mapserver will no longer crash when attempting to transfer a character from one shard to another before logging it in. Explanation: the previous patch introduced some internal changes to character data, and those changes are applied when the character logs in. If a character transfer was attempted on a character that had not been logged in, the receiving mapserver detected that the character was missing the new data fields, and triggered a programmer breakpoint in order to warn about the missing data -- which is to say, it crashed. It no longer is so enthusiastic about detecting missing fields on the live servers. The Mission Computer and Oracle will no longer crash the mapserver when a player tries to craft at tip mission while in a Task Force. Explanation: Tip missions are really contacts, and crafting one adds a contact to your list. While a player is on a Task Force, it can only have one Contact available, and trying to obtain another caused the mapserver to freak out and crash. It has now been taught that it can just refuse to give the character another contact instead. Mission Architect Stability enhancements for searches of AE missions; should hopefully prevent the crashes that were happening yesterday Rewards Fixed special enhancement rewards not dropping when exemplared (mostly affected Summer Blockbuster event and DfB) Fixed reward flags that were preventing merits and other rewards from dropping in some circumstances The reward fixes were applied as a hotfix yesterday, but may not have affected all outdoor zones until this morning's restart Base Editor Added 676 items to the base editor. You can find them by searching for "New" in the Place Item view. The red and black floor grid should now be hidden outside of the base editor. Nature > Grass Valley has had its alignment corrected and should now be usable with other floor plate details (e.g. all the other grass). Existing bases will not be modified. Simply moving any existing Valleys will update their position. The following details have had their selection box fixed: Arcane Teleport > Carnival of Light Portal Arcane Teleport > Magic Portal Arcane Teleport > Summoning Portal Arcane Teleport > Summoning Portal (Inactive) Tech Teleport > Interdimensional Shard Tech Teleport > Black Hole Tech Teleport > White Hole Tech Teleport > Small Portal Bathroom > Bathtub Water Added the Nemesis Horse as a base item, with and without FX. Fixed Bathtub Water collision bug. Renamed "Bathroom" tab to "Bath & Kitchen" Added 38 new base items created by @Naomi: Peacebringer FX Peacebringer customizable FX have been updated in order to actually use the secondary color. The glowy eyes have been reined in: All buff powers use the same eye glow VFX, so they will no longer stack. Attacks still spawn extra glowy eyes when used. This will get fixed someday. Conserve Energy will now have glowy eyes. The humming noise has been reined in: It no longer plays when activating attacks. It no longer plays when one VFX expires and transitions to another one. Being mezzed with the toggle sheilds on will no longer blow out your speakers. Inner Light now only plays it once instead of twice. Other stuff: White Dwarf Step no longer uses Warshade graphics. Quantum Shield's "No Bubble" setting no longer has fuzzy rings. Powers: Snipes General Changes ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts. The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide. Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP. The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.) Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version. Blaster/Defender/Corruptor Snipes 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Dominator Snipes 20 second recharge and 18.512 end cost. Base 2.67 scale damage in their "quick" form, down from 3.56 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 3.56 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Epic Snipes Will now have a base 1.75 scale damage in their quick form. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.3 scale damage with +22% ToHit buff. Slow form will do 3.56 scale damage Slow form crits will do 3.56 + 1.78 scale damage. Scrappers should now properly crit 10% of the time, instead of using Stalker requirements. Powers: Dominator Assault Sets Earth Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Stone Spears: Cast time reduced from 2.10 seconds to 1.00 second. Tremor: Cast time reduced from 3.30 to 2.50 seconds. Hurl Boulder: Cast time reduced from 2.50 seconds to 1.50 second. Recharge increased from 8 seconds to 12 seconds. Damage increased from 86.64 to 120.5 damage. Heavy Mallet: Recharge increased from 12 to 14 seconds. Damage increased from 133.1 to 151.8 damage. Mud Pots: Increased radius to 15ft. Lowered endurance cost slightly. Damage lowered from scale 0.18 per tick to 0.13 per tick Electricity Assault: Thunder Strike: Cast time lowered to 2.5 seconds. Now knocks enemies down. ST and AoE Damage increased. Energy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Total Focus: Cast time shortened from 3.30 to 2.50 seconds. Power Burst: Cast time shortened from 2.00 to 1.67 seconds. New special mechanic. Most single target attacks have a 20% chance of granting Energy Focus mode. Hitting a foe with Total Focus will always grant Energy Focus mode. While in this mode, Whirling Hands will inflict a large amount of bonus damage. Power Burst will do some bonus damage. The mode will be removed if a power with bonus is used. Icy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Ice Bolt: Recharge increased from 4 seconds to 5 seconds. Damage increased from 52.9 to 61.3 damage. Ice Sword: Recharge increased from 8 seconds to 10 seconds. Damage increased from 95.8 to 114.5 damage. Ice Slash: Recharge increased from 10 to 17 seconds. Damage increased from 114.5 to 179.8 damage. Chilling Embrace: increased radius to 15ft. Added -10% damage str to affected enemies. Power now deals cold damage every 2 seconds to foes that are not under the Sleep status effect. Slightly lowered the speed movement debuff. Martial Assault Envenomed Blades: Fixed a bug where this power would sometimes proc more than once. Procs now ignores damage buffs and enhancements. Thunder Kick: Recharge lowered from 8 seconds to 7 seconds. Damage lowered from 95.8 to 86.4 damage. Trick Shot is now a proper chain attack, hits up to 5 targets. Damage lowered from scale 1.4 to scale 1.1 Spinning Kick: Recharge increased to 10 seconds. Target cap reduced to 5, same as all other melee cones. This power was also doing Single Target damage despite it being a cone. This has been fixed but recharge increase should keep damage decent. Dragon's Tail: Recharge reduced from 20 seconds to 16. Damage scale from 1.1 to 0.8985. Explosive Shuriken should no longer state it's an AoE, but still will do splash fire dot damage to foes around the main target. Psionic Assault Psionic Dart: Cast time reduced from 1.33 to 0.83 seconds. Telekinetic Thrust: Cast time reduced from 2.07 to 1.00 seconds. Recharge lowered from 8 seconds to 7 seconds. Damage lowerd from 95.8 to 86.4. Radioactive Assault Contaiminated Strike: Recharge increased from 5 seconds to 8 seconds. Damage increased from 67.7 to 95.7 damage. X-Ray Beam: Recharge from 10 seconds to 11 seconds. Damage increased from 103.5 to 112.0 damage. Devastating Blow: Recharge 18 seconds to 20 seconds. Damage increased from 189.2 to 207.9 Devastating Blow and Atom Smasher now accept Dominator ATOs. Savage Assault Vicious Slash: Recharge increased from 9 seconds to 11 seconds. Damage increased from 105.1 to 123.8 damage. Call Hawk: Recharge increased from 12 seconds to 14 seconds. Damage increased accordingly (variable damage.) Feral Charge: Target cap lowered to 5. Thorny Assault Aim replaced with Build Up. Thorny Darts: Recharge time increased from 3 to 4 seconds. Damage increased from 44.4 lethal to 52.8 lethal. Skewer: Cast time reduced from 1.63 seconds to 0.83 seconds. Recharge time lowered from 10 seconds to 6 seconds. Damage lowered from 114.45 to 77.1 damage. Chance for DoT increased from 80% to 85%. Impale: Cast time reduced from 2.43 seconds to 1.43 seconds. Recharge increased from 8 to 10 seconds. Damage increased from 86.6 to 103.5 damage. Flling Thorns: Lowered recharge to 10 seconds. Scale to 40.9 lethal damage and 4.5 toxic damage over time. Ripper: Recharge increased from 13 to 15 seconds, arc lowered to 60 degrees. Damage increased to 136.5 lethal damage. Thorn Barrage: Recharge time increased from 11 to 18 seconds. Damage increased to 42.8 lethal damage per tick. Powers: Devices Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage Taser: Recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch) Time Bomb: Animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.) Trip Mine: Interrupt removed. Cast time is now 2.77 seconds. Recharge increased to 30 seconds. Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat. Powers: Stealth All self-stealth toggles should now recharge in 2 seconds. Pools > Concealment > Stealth: No longer slows the user down. Pools > Concealment > Invisibility: Endurance cost lowered from 0.65 to 0.2275. You are now be able to attack while this power is active, but should you attack, all it's defense will suppress. Illusion Control > Superior Invisibility: Endurance cost lowered from 0.52 to 0.182. Powers: Misc Changes & Bug Fixes Gravity Control > Propel: Adjusted physics parameters on objects to make them feel solid and not bounce around like rubber toys. Night Widow & Fortunata Vengeance: Now triggers on league members. The buff will still only apply to teammates. Beta Decay: FX now anchors on the player and not the world. Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers. Pool > Sorcery > Enflame: Should now do damage for Sentinels Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers. Controller > Ice Control > Flash Freeze: should be properly flagged as a Targeted AoE, not a Point Blank AoE. Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred. Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance. Dominator > Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage. Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements. Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with. Beam Rifle > Disintegration: Should [hopefully] never linger after the target dies. Earth Control > Animate Stone: should no longer stop to reconsider it's life choices for about 6 seconds after using Hurl. Mu Mastery Epic Pool: Zap now uses Melee Damage Modifiers All versions of Beam Rifle's Penetrating Ray now has a 55% chance of spreading disintegration. All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration. Fixed a bug in the no-redraw version of fast-Archery's Snipe. Psionic Lance's quick FX was completely broken and out of sync. FX has been resync but this required a slightly slower animation (1.33 seconds.) Tasks Chernobog will now always spawn after the cutscene in Shauna Stockwell's storyarc. Omnicore can no longer be killed by her own robots and prevent her mission from being completed. Added a very obvious waypoint to Laura Lockhart's body in the mission "Defend the UNSF Base". The first two story arcs for Issue 26 are here! Both were written by @holymittens, a professional video game writer, and target the two “middle” alignments, with one story arc for Vigilantes and one for Rogues. New Story Arc: Shauna Braun Characters of the Vigilante alignment between Security Levels 25 and 29 can find Shauna Braun in Independence Port, near the southern Police Station, or using the Contact Finder. Shauna Braun is a young programmer from Paragon City. She was raised by her father in a tiny apartment in between Kings Row and Independence Port. Shauna moved out when she went to college, but her father - having sacrificed so much to give his daughter a good education - continued to live there until it burned down a year ago. The PPD closed the case, citing an accident as the cause of the fire, but Shauna doesn't buy the explanation. She wants to uncover the truth behind her father's death and bring the perpetrators to justice. This arc has two different endings, with a badge for each. The badge art was created by @Log. New Story Arc: Bobby Curtin Characters of the Rogue alignment between Security Levels 25 and 29 can find Bobby Curtin in Crimson Cove, in front of the White Elephant building, or using the Contact Finder. Bobby Curtin is a bouncer at the White Elephant in Crimson Cove, a private establishment which prides itself on being 'neutral ground' between the many warring factions in Nerva. Bobby is known by frequent patrons for being willing to step in and break up fights between anyone, be they Longbow, Arachnos, or mortal manifestation of an ancient god. This arc introduces true branching missions to City of Heroes; depending on your choices, you will be presented with a couple of entirely different missions, leading to several possible endings. There is only one badge for this arc, with art created by @Log. Rikti Mothership Raid The Rikti Mothership raid can now be started from the LFG queue. Characters must be level 35 and have the Member of Vanguard badge to join the raid in this way. If the league is not locked, a minimum of 16 players is required to start the raid this way. All enemies inside the mission map are level 54, including the ones that are lower level in the zone. All players are bumped to combat level 50 for the duration of the raid. Zones Ghost of Scrapyard can now be spawned by defeating 100 Scrapyarders in Sharkhead Isle, and should no longer walk into the Black Market kill field. The AVs that spawned in Recluse's Victory were dependent on team size, resulting in some of them being rare. As of this patch, they will spawn regardless of team size in one of three pairs: Positron/Synapse, Back Alley Brawler/Manticore, or Ms. Liberty/Penny Yin. On the villain side, it'll be Black Scorpion+Mako, Ghost Widow+Scirocco, or Lord Recluse+Random patron. The cars in Kallisti Wharf will no longer get stuck in an intersection. Fixed the zone cap in The Hive, The Abyss and the Rikti War Zone to be 50 (this was accidentally changed in May - it should have always been 50). Badges Eochai and Jack in Irons will now reward their badges on defeat regardless of how much damage the player does to them. Fixed the badge art for "Skip Tracer" and "Portal Hopper". Added the 16th Anniversary badge, "Resurgent". It will award automatically during the month of May. Enhancements Synthetic Hamidon enhancements for Accuracy/Mez and Damage/Mez will now combine with their Titan, Hydra and Hamidon counterparts. Fixed an issue with some procs not working on Dual Pistols > Hail of Bullets. Corrected "Chance for Fire Damage" text in Sentinel's Ward: Recharge/Chance for Absorb. Powers Pool > Leadership > Maneuvers: fixed a bug where Melee, AoE, Lethal and Cold def were only being granted to the caster. Tanker > Spines > Spine Burst: This power erroneously had it's Radius increased to 16 instead of its Target Cap. This has been fixed. Blaster > Dual Pistols: Fixed an issue where the set was not granting blasters Defiance +Damage Dual Pistols > Hail of Bullets: Fixed an issue where the power DoT chance was calculated only once at the activation of the power instead of once per tick when non standard ammo was active. Set Bonus > Synapse Shock should no longer show a buff icon. Fixed an issue where Psionic Assault > Psi Dart and Poison > Envenom would randomly execute a different animations. Fixed an issue where Beam Rifle Disintegration Spread would not need Disintegration effect on the target to be triggered. Fixed an issue where Pool > Concealment > Stealth was making players completely translucent. Fixed missing +Range buff in Blaster Quick Snipes. Fixed an issue where Pool > Concealment > Stealth was granting double Stealth Fixed an issue where Engagement mechanics was taking 10 seconds after attack, when it should had taken 8. Fixed an issue where Devices > Targeting Drone was taking 30 seconds out of combat, instead of 8, to increase it's damage buff. Fixed a bug where Illusion Control powers would not stack as expected. Fixed a bug where Illusion pets were ignoring enhancements. Fixed a bug where Stalker > Epic > Mu > Zapp would crit multiple times in a single activation. Also fixed timing issues with the FX in this power. Fixed a bug in Quick Sniper Blast (All versions) where the central energy orb would ignore color tinting. Fixed a bug where some snipes would not disable properly. Blaster Devices: Targeting Drone and Field Operative were granting double buffs for some of their attributes since last patch. This has been fixed. Gun Drone now taunts enemies it hits. In addition, enemies near the Turret should often prioritize attacking the Drone. This power now takes taunt and taunt set enhancements. Stalker: Mace Master > Mace Beam: This power was doing double critical hits in some situations since last patch. This should now be fixed. Savage Melee > Assassins Frenzy: This power should now grant 3 stacks of frenzy while used from hide. Concealment > Invisibility: the translucency effect should completely disappear if engaged in combat. Dominator > Radioactive Assault: Procs should no longer trigger off the special AoE triggered off hitting Contaminated targets. Issue 26, Page 3 Check out this news post for details on the Halloween Event and more information about this update. Powers New Origin Power Pool: Force of Will This power pool grants you access to various powers that allow you to manifest your own willpower and use it to harm your foes. You can only have one Origin Power Pool (Sorcery or Force of Will) in your active build. Weaken Resolve: You overwhelm your foe with sheer strength of will, reducing their defense damage resistance, and chance to hit! Recharge: Long Project Will: You manifest your willpower into a blast and project it toward a distant foe, causing moderate psionic and smashing damage. Project Will has a fair chance to knock the target down. Damage: Moderate, Recharge: Fast Mighty Leap: While this power is active you're able to leap great distances and jump incredibly high. In addition, while this power is active you're able to use Takeoff, which will knockdown nearby foes and increases jump speed. Recharge: Moderate Takeoff: You stomp your foot on the ground with tremendous force empowering your jump speed for a short time and shattering the earth beneath, knocking nearby foes off of their feet. Recharge: Long Wall of Force: You project an unfocused blast of sheer force at foes in a short wide cone in front of you, dealing moderate psionic and smashing damage and potentially knocking targets down. Wall of Force requires you to have two other powers from the Force of Will power pool. Damage: Moderate, Recharge: Slow Unleash Potential: Unleashing your potential, you grant yourself a moderate boost to defense, regeneration rate, and recovery for a short time. Unleash Potential requires you to have two other powers in the Force of Will power pool. Recharge: Very Long Other Changes Zones The Abandoned Sewers have received a minor atmospheric tweak to make them visually distinct from the standard Sewer Network. Bloody Bay, Siren’s Call, Warburg and Recluse’s Victory now have a full complement of 8 Exploration Badges and one Exploration Accolade. The Exploration Accolade art was created by @Flashtoo. LFG Queue The LFG queue will now wait until you have the Recommended number of players for a Trial or Task Force before teleporting you to the contact or mission if the league is not locked. If the league is locked, Trials and Task Forces will continue to ignore the minimum players and start even solo. You can invite more players into the League once the Trial starts, but not to a Task Force. Incarnate and Holiday Trials continue to always require the minimum number of players, whether the league is locked or not. Incarnate trials will no longer automatically fail if a locked league drops below the minimum players. They will still fail if they drop below the minimum players in an unlocked league. This setup is an attempt to satisfy both players who want to start Trials and Task Forces solo or with small teams (lock the league) and those who want to use the LFG queue to find teams for Trials and Task Forces (don't lock the league).
  17. SUPER PACK WEEK! From now and until says I, door missions (not AE) have a 20% chance to drop a random Super Pack when completed! GENERAL Added an option to show timestamps on chat, under Options > Windows > Beta Features Added power cooldown indicators as a WIP option, accessible through Options > Window > Beta Settings. Fixed a couple of issues with the Cathedral of Pain that could cause it to get stuck if all the Obelisks were destroyed or the Aspect of Rularuu was defeated right when the Willforges respawned. Fixed a server crash when a player in the final stage of character creation disconnected from the queue server during an unusually long SQL wait queue. Fixed a client crash seen during activities with many active power effects, such as the Rikti mothership and Hamidon raids, by switching to 64-bit FX/Sequencer handles. Fixed a client crash in the UI drawing code if a pet has a creator but no owner. Connections from the client to the QueueServer were not encrypted; they now are. BASE EDITOR Added over 200 items to the Vehicles and Nature tabs. You can find them by searching for (new). GRAPHICS Offloaded all the hardware-only physics effects to the CPU. This results in the same physics quality as enabling PhysX hardware, as has been requested, without having to actually update the PhysX libraries. The reason it's being done this way is because updating the libraries would break the game client for other servers that share the same game files. The impact on the CPU is negligible on modern hardware. Modified the Glacier FX so it can be looked at from below. Improved particle effects for Burst Of Speed power in Blaster/Martial Manipulation secondary. Improved the Ki Push FX from Martial Combat. Lowered the saturation of the reflection cubemap used in the tailor, to better display colors while in the costume creator. General improvements to many chest emblems, chest details and supergroup emblems: cleaned edges, reduced compression, standardized resolution. Added a second color on many chest and shield emblems that previously only took a single color. Repairs/improvements to Face textures to help with skin tone matching and reduction of uncanny valley. The Medusa face was missing the entire blue channel in its diffuse map, this has been reconstructed based on clues in the other parts of this face. Improvements to the Makeup color masks for female heads; mostly blurs the edges of the lipstick so it blends better and fits onto the lips more fully when the player chooses heads with different shaped features. Fixed a glitch with the Buckled Leather top and alpha channels on chest emblems. POWERS Immobilize Powers in Controller and Dominator primary power sets should no longer make their targets immune to KnockUp. KnockBack will be converted to KnockDown. This helps sets like Ice and Earth, as their AOE Immobilize power will no longer make their AOE Knockback power useless. Flash Freeze should now affect flying enemies. Glacier should now be usable while flying. Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers. Pool > Sorcery > Enflame: Should now do damage for Sentinels Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers. Controller > Ice Control > Flash Freeze: should be properly flagged as a Targetted AoE, not a Point Blank AoE. Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred. Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance. Domintoar >Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage. Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements. Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with. REWARDS Rikti War Zone pylons now drop 3 Vanguard Merits when destroyed, for a total of 60 Vanguard Merits for all 20 pylons. Rikti Drop Ships and Patrol Ships now drop 6 Reward Merits and 10 Vanguard Merits when destroyed. Fixed an issue with Morality Missions not resetting the mission owner's alignment points on completion in some cases. This does not apply to teammates, only the mission owner. This was allowing players to run Morality Missions back to back to very quickly get a lot of merits. Increased the reward for completing a Morality Mission to 40 Reward Merits.
  18. Rewards Superpacks have a VERY rare chance of dropping on mission complete. Enhancements Hamidon Origin enhancements can now drop off of the Devouring Earth GMs in the Hive/Abyss. Costumes Added new patterns to tights chest/pants/skirts/boots for Male/Female/Huge Provided by Derek Brown. Readded Malaise pattern to tights pants for Male/Female/Huge Added Malaise pattern to tights chest for Male/Female/Huge City Zones Back Alley Brawler got tired of standing around in the east side of the zone, and talked Ms. Liberty into switching spots with him. Trainers Trainers can no longer change your costume (Currently only blue side has this change live)
  19. TASKS Shauna Braun in Independence Port is looking for vigilantes level 25-29 to investigate the fire of Blackwood Tower in which her father died. You can find her using the Contact Finder, or from Ouroboros after level 30. The SSA2 introduction tip "A Window of Opportunity" was not dropping. It will now drop for Villains and Rogues level 30 or higher who have not yet completed it, just like the Mortimer Kal introduction tip 10 levels earlier. Sentinels will now receive the Power of Scirocco in the Barracuda Strike Force. BADGES Added the badges "Avenger" and "Beyond Reasonable Doubt" for Shauna Braun's story arc. Added the badges "Burgermeister", "Mostly Harmless", "Restless" and "What Lurks Beyond" to Bloody Bay, along with the zone accolade "Bad Blood". Added the badges "Hot Dog", "Still Standing", "Volatile" and "Wasted Resources" to Siren's Call, along with the zone accolade "Answered the Call". BASE EDITOR Added 676 base items. You can find them by searching for "New" in the Place Item view.
  20. POWERS Burn should no longer ignore accuracy enhancements. Night Widow & Fortunata Vengance will now trigger on league members. The buff will still only apply to teammates. Beta Decay FX now anchors on the player and not the world.
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