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Jimmy

City Council
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  1. i27 Overview | Beta Server FAQ | Feedback Threads | Bug Reports | Character Copy Beta Installation: Homecoming Launcher Note: This needs to be installed to a new location (not your existing CoH install directory) Beta Patch Notes: Issue 27, Page 1 (Build 3) Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. Post any feedback you have in the focused feedback threads (linked throughout the patch notes and in the second post). New Story Arc: The Graveyard Shift (Hero, Level 20-29) (Focused Feedback Thread) 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 Changes in this build: Opening Monologue Typos and pronouns Mission 1 Typos corrected Ambushes had conflicting parameters causing ambushing hordes to ignore their spawn radius donut AND their timers Mission 2 Altered spawn behaviors that sometimes had twin Meat Doctors ruining the aesthetic of entropy Mission 3 Spawns have been added, moved, and spread away from each other GL0_5T1CC now has a glowing gun! Mission 4 Nav bar changed to reflect that you must physically talk to Pierce and not trick the player into wasting a TT on it Clue for Dead Air has been clarified on the nature of the event, and the contact All missions granted based on the investigation now have captions after completing for additional context. Jacob Sloan has some minor dialog changes. Mission 5 Fixed the combat spam again. Moved the entrance slightly so that Interior Design professors don't comment about relative placement of assets and doors. Mission 6 Watkins dialog has been cleaned up, clarified, and softened. He's a good deal further away from the person he was. There are additional contextual conversation pieces for vigilantes A lot of the emotion has been written out (It was all first draft stuff anyway) I believe the logical flow is smoother now Indents! Pathogen given a slight bump to his native resistances. 40% -> 45% Pathogen gains Strength of Will in round 2 fight Pathogen given Lightning Bolt in second round fight to combat hovercheese Caption overlap issue addressed. Caption color slightly more tolerable in text windows. Mission updated to apply new script to revoke the viral cocktail from everyone but the team leader Mission 7 (Finale) Made additional changes to the nav bar for finding and talking to Pierce Fixed the ability to continue talking to Pierce after the mission is over New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39) (Focused Feedback Thread) 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 Captain (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 Changes in this build: Mission 1 Cortex will only talk to the task owner Mission 3 Solved the issue of Pierce spinning around and leaving the crate she was on behind, while still sitting. Costume Editor Update: Asymmetrical Shoulders (Focused Feedback Thread) 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 Changes in this build: Fixed a subtle smoothing issue in Justice pads for Male and Female Yes, two kittens Stance Selection (Focused Feedback Thread) 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 (eg: 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 (Focused Feedback Thread) 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 Support for customising Temporary, Day Job and Accolade powers has been added. 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 "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 Graeme Easton's arc) Nictus Shadow Step (from Dr. Shelly Percy's arc) Nictus Gravitic Emanation (from Dr. Shelly Percy'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 (Focused Feedback Thread) 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 DoT has been accelerated to deliver its damage in 2.1s instead of 5.1s 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 (Focused Feedback Thread) 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 has a 100% chance to grant 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, but will actually heals 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 (Focused Feedback Thread) 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 (Focused Feedback Thread) 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 (Focused Feedback Thread) 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 15s in PvP Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -18.76% Half this debuff is now irresistible This was previously erroneously listed as an increase to -15%, but it is in fact -18.76% Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s Fixed this power not being location based Ice Arrow Increased the -Recharge debuff from -12.% to 25% Now applies a 60s -Special and -Damage debuff 10s in PvP Poison Gas Arrow -Damage debuff now lasts 60 seconds Debuff now only lasts for 3s after you leave the cloud in PvP -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) Halved in PvP Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) Reduced to -20% in PvP Debuff duration increased from 20s to 45s 20s in PvP 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 Fixed this buff not actually working Pool Powerset Revamp: Teleportation (Focused Feedback Thread) 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 (Focused Feedback Thread) After the game shut down, several new Blaster secondary sets were developed (eg: 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 (eg: 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 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 jump 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 does not have a defence debuff and only has a 15ft radius If you previously had Gymnastics, you now have Oil Slick Arrow No longer knocks foes down once it has been ignited 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 increased from 50ft 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 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 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 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) 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) Shiver Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 15 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 lowered from scale 1.32 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) 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 Now provides movement buffs similar to Scrapper's Shinobi-Iri See note on Movement Buffs in "Other Powers Changes" for more info 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 1.23s Was 1.17s in the previous build 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 This change was missed in the last build 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 (Focused Feedback Thread) 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 Targeted 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 Movement Buffs The following travel powers will suppress Primary/Secondary equivalent power travel buffs: Pool > Leaping > Combat Jumping Pool > Leaping > Super Jump Pool > Force of Will > Mighty Leap Pool > Speed > Super Speed Pool > Experimentation > Speed of Sound Prestige Travel > Ninja Run Prestige Travel > Beast Run Prestige Travel > Athletic Run Primary/Secondary powers impacted by this: Scrapper Defence > Ninjitsu > Shinobi-Iri Sentinel Defence > Ninjitsu > Shinobi-Iri Blaster Support > Ninja Training > Shinobi-Iri Blaster Support > Tactical Arrow > Gymnastics Taunt Aura Slotting The following powers now accept Taunt Enhancement Sets: Accolades Summon Workbench Can now be summoned while flying (but must still target the ground) 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 (eg: Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers (Focused Feedback Thread) 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. 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 are on cooldown or that you do not own (or have no charges of) will be greyed out Portal powers (eg: 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 eg: /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 Access The GM-only command /enterbasefrompasscode is no longer available for players to use unconditionally, and can now only be used: Within 45 feet of a base portal (including the new summoned portals) Anywhere inside a Supergroup base After using the Base Transporter / Base Teleporter power The command remains available until you move 20 feet from the location you used the power, or if you activate another power Two new powers which summon portable base portals have been added, and base teleporter powers have received some improvements (see below for details) Base Beacons All base beacons now drop you near the base portal in that zone instead of at a random location on the map The following zones have had base beacons added: Praetoria Imperial City Neutropolis Nova Praetoria The Shadow Shard: Cascade Archipelago Firebase Zulu The Chantry The Storm Palace 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 Base Portals All zones with a base beacon now also have a base portal Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold Base portals no longer have collision (so you can't get stuck in them anymore) The following base portals have been moved to more convenient locations: Kings Row Moved down to ground level Skyway City Moved up to the small park with Synapse and Mynx, near the Monorail Independence Port Moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone Peregrine Island Moved down to ground level Nerva Archipelago Moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone Grandville Moved down from the top of the tower to the main square The following zones have had base portals added: Hazard Zones: Striga Isle Perez Park Boomtown Crey's Folly Eden Terra Volta The Hollows The Shadow Shard Cascade Archipelago Firebase Zulu The Chantry The Storm Palace Praetoria Imperial City Neutropolis Nova Praetoria First Ward Night Ward The following zones have had their base portals removed: Echo: Galaxy City Complete list of zones with base beacons & base portals: 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 Unlock the Long Range Teleporter power by earning either: An exploration accolade in any zone with a Base Portal (see the above list 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 above list 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 still 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 can also take you to your base, and allows you to use /enterbasefrompasscode to enter any base 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) Duration increased from 90s to 2 minutes 10 minute cooldown, unaffected by global recharge buffs Cannot be used in Tutorial or PvP Zones Can now be used in Ouroboros Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) A Day Job version of this power has also been added (see below) Day Job Teleportation Powers Monitor Duty Teleporter (Day Job Power) This power no longer requires the Rapid Response Member Accolade to earn, and has replaced the Monitor Duty (Brain Storm boost) day job power 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 (New Day Job Power) A new day job power which replaces the Base Teleporter Power Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone) Duration increased from 90s to 2 minutes 90 second cooldown Cannot be used in Tutorial or PvP Zones Can now be used in Ouroboros Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) The Day Trader Teleporter and Marketeer's Teleporter day job powers have been replaced by the Brain Storm boost day job power (which itself was replaced by the Monitor Duty Teleporter, which was replaced by the Rapid Response Member portal...) Other Teleportation Powers Base Transporter (P2W Power) Recharge time reduced from 30 minutes to 10 minutes No longer affected by global recharge buffs Activation time reduced from 17s to 2s in PvE (still longer in PvP) Ouroboros Portal Can now be summoned and entered from level 1, rather than level 14 Can now be summoned while 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 Duration increased from 90s to 2 minutes Can no longer be used inside mission maps while the "No Temporary Powers" flag is enabled (eg: during Master Of attempts) Can now be used in Ouroboros This was a side-effect of allowing base portals to be summoned in Ouroboros Ouroboros portals summoned within 15ft of the static Ouroboros portals in Ouroboros will be instantly destroyed (Supergroup portals are not affected by this) Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc) Team Transporter (P2W Power) Can now be summoned while 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 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) Added a Free Fire Zone Helicopter to 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 Enhancements (Focused Feedback Thread) 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 the 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 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 (Focused Feedback Thread) 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 250 Malta Sappers Womp Womp Defeat 100 Immature Paragon Protectors Assault and Battery Defeat 50 Freakshow Super Stunners New Exploration Badges On the Shoulders of Giants Located in Kallisti Wharf New Story Arc Badges Existing Badges 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 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) 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 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 day job power 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) 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 (Focused Feedback Thread) 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 Magic / 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 No longer revokes Rampage when purchased, instead they now share a cooldown Rampage Copy of Frenzy, the Villain alignment power No longer revokes Justice when purchased, instead they now share a cooldown Updated the names of these powers Using a 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 New Arena Map: Liberty Town (2-32 players) A new arena map using an area from Founder's Falls Minimap: New Arena Map: Boomtown (2-16 players) A new arena map using the construction site area of Boomtown Minimap: New Arena Map: Ouroboros (2-16 players) A new arena map featuring the destroyed version of Ouroboros Minimap: New Arena Map: Last Bastion (2-16 players) A new arena map set in a mostly-destroyed Praetoria Minimap: New Arena Map: Praetorian Office (2-10 players) A new arena map set inside a Praetorian Office Minimap: New Arena Map: Industrial (2-16 players) A new arena map set in an Industrial area The old Industrial map is now named Factory Minimap: New Arena Map: Council Earth (2-16 players) A new arena map set on the Council Earth Minimap: New Arena Map: Luna Square (2-16 players) A new arena map set in a generic outdoor city area Minimap: New Arena Map: Dam Interior (2-10 players) A new arena map set inside the Overbrook (Faultline) Dam Minimap: Other Arena Maps Fixed the minimap for Cage Match, Factory, Stadium, Atlas Park, Steel Canyon and Skyway City Added new minimaps for Atlas Park, Steel Canyon and Skyway City Known issue: Most of the others are broken and still need fixing The arena map list is now sorted alphabetically Powers Disabled in PvP All Incarnate powers apart from the Alpha slot are now disabled in Recluse's Victory Fixed being able to activate Incarnate powers after respawning 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: New powers in this update at the bottom of the list Other PvP Powers Changes Trick Arrow See the Trick Arrow thread Fast Snipes No longer grant a 50% range buff in PvP Empathy Absorb 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 Pocket D 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 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) Added a Free Fire Zone Helicopter to 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 Enhanced Gamepad Support (Focused Feedback Thread) 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 Slash Commands /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, etc /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 (Focused Feedback Thread) 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 All PvP Zones Accolades, most Incarnate powers and various temporary powers are now disabled See the PvP Updates section above for more info Recluse's Victory Support AVs now spawn at level 52 instead of level 54 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 A rooftop access door has been added 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 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 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 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 These last two were in the previous build but were missing from the initial patch notes post 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 Elemental Order backpack appearing as bizarre low-poly spider legs on the Huge model 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 float 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 Incarnate > Destiny > Clarion: Fixed an issue that caused Clarion's buff to increase the strength of other +special buffs 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
  2. This is a Focused Feedback Thread Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. The most up-to-date version of the changes will be listed in the first post. The changes in each build will be posted as replies. Most changes from the previous beta build are listed in green. Green text will become white text in the next set of patch notes. Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue. Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not a changes from live. Known issues are listed in purple. 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 (eg: 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.
  3. This is correct. This first one was added to allow you to unlock the zone for LRT.
  4. Yup, this is correct - if you save it there as FastTravel.mnu it'll override the default one.
  5. Ok, this is new feedback and it actually really does help to hear this. One thing I can say immediately is that you can unlock LRT by earning the Pocket D VIP badge, which just requires you to spend some time in Pocket D, then you only need one badge per zone - which should hopefully be a lot easier to do from memory. Beyond that there may be some other things in Page 2 which help but they aren't a sure thing just yet.
  6. I would like to request that those who have not spent time testing the changes actually do so before posting in this thread any further. I'd also like to request people stop repeating themselves, I'm going to start hiding posts if that continues. Your opinion doesn't matter more than someone who is respectful and only posts once. And @Luminaraplease stop posting about my nipples, thank you 🙃 (the post has been hidden, don't ask!)
  7. Not really, but you do have a few options if you really like that icon: 1 - Use the Pocket D icon for your fast travel menu Enter the following command: /macroimage Teleportation_Pocket_D "Fast Travel" "popmenu FastTravel" This will then give you a fast travel menu with the Pocket D icon, like so: 2 - Use the Pocket D icon for Long Range Teleporter using macroimage Enter the following command: /macroimage Teleportation_Pocket_D "Pocket D Teleporter" "powexecname Long Range Teleporter" You can replace the "Pocket D Teleporter" part with whatever you want the icon to be named. You'll then get a macro button with the Pocket D icon that will activate Long Range Teleporter. This will however not show the cooldown, to do that you'll need to use option 3. 3 - Use the Pocket D icon for Long Range Teleporter by replacing the file entirely I've attached a file to this post. Download it, and move it into the following directory inside your CoH folder (if it doesn't exist, you'll need to create it): <CoH install directory>\data\texture_library\GUI\Icons\Powers\Accolade_LongRangeTeleport.texture This will replace the icon for all of your characters without needing to use a command. It'll display the cooldown and behave like any other power icon. Accolade_LongRangeTeleport.texture
  8. Not too concerned - due to unforeseen circumstances donations opened up several hours later than expected. It also took longer the last time we missed the normal opening time.
  9. The nostalgia feeling is fair, however: The icon can be used for the new Quick Travel menu if you wish (or even just to activate LRT directly, either through a macroimage or replacing the icon file) The entry point being moved was actually deliberate (if it wasn't for this issue we would've had LRT take you to that same entry point in the VIP lounge) The animation was gone anyway, as all of these powers have had their cast time sped up to 2s (apart from Mission Transporter) There is no "options being taken away" argument to be made, because LRT does the same thing that PDT did, just faster and more often (and that's not even taking into account the dozens of additional destinations) We did briefly consider branding LRT as a "Pocket D Transportation Network" and using the icon, but there was a valid concern it would be too thematically restricting. Instead, it's a blank canvas you can theme and recolour however you choose.
  10. Unlikely, the performance concerns there are considerable. (back on topic now please 🙂 )
  11. /ah makes the market more accessible for everyone, which means it's easier for everyone to list their stuff, which means that the supply is higher and it's easier for everyone to buy what they want. There's not really a good case to remove it, keeping the economy healthy and in check is very important to us - we don't want it to end up like the market from live.
  12. I just had to hide 49 posts. If someone is being a tool, please just report them and move on. It's much easier if we only have to hide their posts and not dozens of replies.
  13. Another thing that's not really been spoken about is the issue that the current status quo invalidates several influence sinks in P2W (specifically, the prestige powers). Inf sinks are a really important part of keeping a cap on inflation and keeping the market in check (which, if you've been here for a while, you know is very important to us). The current spread of options in this build encourages you to spend some money on those sinks if you want maximum speed with minimum effort, which is overall a good thing for the game economy. You can bypass this if you want to choose a specific day job, but that's entirely up to you.
  14. You are allowed to multibox with 3 accounts 👍
  15. Because this is still City of Heroes. Travel is and always has been part of the game. Plenty of games (both offline and online) with no subscriptions or micro transactions still involve travel. That’s got nothing to do with it.
  16. I don’t think there’s been enough realistic testing (ie: actually running missions over an extended period) for anyone to say one way or another if this is the case right now. The data we have shows a median usage of 2 uses of the command every 10 minutes (or 6 every 30 minutes) from those who use it, which is just over 1/3rd of the quick transports you can get from all the permanent powers. You can get 3 uses every 10 minutes with just the free powers (Ouro + LRT), or 4 if you spend 1m inf on the base transporter.
  17. I don’t believe so. The power is considered done after the activation completes - it’s already on cooldown as the window opens. If you’re losing the cooldown before the window opens though that sounds like a bug.
  18. Re: all the posts about the Day Job powers. Why are the day job powers the best ones? They aren't. They have limited charges. They are balanced around having limited charges. Why can't the P2W powers have the same cooldown as the day job power? Because they don't have limited charges. They are balanced around not having limited charges. Why do the day job powers have limited charges? Because that's how day job powers work. They are small, additive, limited bonuses based on where you log out in. But the day job powers are required in order to get around properly! No, they aren’t. In any given 30 minute window you can use: Ouro portal 6 times Long Range Teleporter 3 times Base Transporter 3 times Supergroup Portal 3 times Mission Transporter 1 time Team Transporter 1 time Without any day job powers. That's 17 quick transports in a 30 minute window, or one every 106 seconds. You are also able to actually fly, run, jump, or teleport to a base portal or other form of transport 🙂 Saying the day job is required is like claiming that the Entrepreneur Crafting Discount day job bonus is required to craft anything. It's simply not true. That's just yet another bonus balanced around having limited charges. But there's too many / too few different options! That's a fair comment. As you can see in this very thread, different people want more options, and others want less. It's a fine line, and we're doing our best to make everyone happy. With all that being said: The complaints about the day job powers wouldn't even exist if we had left those powers with long cooldowns. Maybe the right answer is to increase their cooldowns so they don't seem so attractive? 🙃 (No, we won't actually do that 😛 )
  19. The LRT accolade does not exist on live though. As far as a live is concerned, Pocket D has just been updated with new functionality, you're not losing out on having two separate cooldowns unless you were the <2% of players who had LRT in their build.
  20. Right, but in comparison to live this is not something that has been lost - in fact, the cooldown is much shorter.
  21. As the Martial Arts changes are no longer in this build, please keep any comments relating to them out of this thread.
  22. That method also unlocks LRT with Pocket D as a destination. See the badges section of the full patch notes.
  23. There was no previous update, and the situation hasn't changed - this is still a beta. These are work-in-progress changes, nothing should be considered final until it hits the live servers (and even for a while after that happens). Again:
  24. By request, here's the text for fasttravel.mnu if you wish to make your own version: // This menu shows all the Teleport/Portal powers that players can use to quickly go to zones or missions. // Should be attached to an Accolade macro or called with /popmenu FastTravel Menu "FastTravel" { Title "Fast Travel" LockedOption { DisplayName "&Long Range Teleporter" Command "powexecname Long Range Teleporter" Icon "Accolade_LongRangeTeleport" PowerReady "Temporary_Powers.Accolades.Long_Range_Teleport" } LockedOption { DisplayName "&Ouroboros Portal" Command "powexeclocation forward:7 Ouroboros Portal" Icon "Teleportation_Ouroboros" PowerReady "Temporary_Powers.Temporary_Powers.OurPortalHero" } Divider LockedOption { DisplayName "&Base Transporter" Command "powexecname Base Transporter" Icon "Veteran_TeleportBase" PowerReady "Prestige.Prestige_Travel.prestige_Base_Teleport" } LockedOption { DisplayName "&Supergroup Portal" Command "powexeclocation forward:7 Supergroup Portal" Icon "Prestige_BasePortal" PowerReady "Prestige.Prestige_Travel.prestige_Base_Portal" } LockedOption { DisplayName "Monitor &Duty Teleporter" Command "powexecname Monitor Duty Teleporter" Icon "DayJob_Teleport" PowerReady "Temporary_Powers.Day_Job_Powers.Rapid_Response_Member_Teleport" } LockedOption { DisplayName "&Rapid Response Portal" Command "powexeclocation forward:7 Rapid Response Portal" Icon "DayJob_BasePortal" PowerReady "Temporary_Powers.Day_Job_Powers.Rapid_Response_Member_Portal" } Divider LockedOption { DisplayName "&Mission Transporter" Command "powexecname Mission Transporter" Icon "MissionTeleporter" PowerReady "Prestige.Prestige_Travel.prestige_Mission_Teleport" } LockedOption { DisplayName "&Team Transporter" Command "powexeclocation forward:7 Team Transporter" Icon "Veteran_TeamTransport" PowerReady "Prestige.Prestige_Travel.Team_Transporter" } LockedOption { DisplayName "&Assemble the Team" Command "powexeclocation forward:7 Assemble the Team" Icon "Veteran_TargetAoETeleportTeamToCaster" PowerReady "Prestige.Prestige_Travel.prestige_Team_Recall" } }
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