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The Curator

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Everything posted by The Curator

  1. 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 500 seconds. Power no longer has a crash. The power now grants strong defensive and offensive buffs that slowly decay over a 2 minute window. Henchmen Their entire power repertoire revamped. Powers have been added, adjusted, and replaced.
  2. 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.
  3. 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.
  4. 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.
  5. 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. Vulnerability 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.
  6. Patch Notes: Issue 27, Page 5 Powers Preview Known issues are listed in purple. What's New in Issue 27, Page 5? NOTICE: This build's primary purpose is to focus test Page 5's power changes as there are a large number of them. The remainder of Issue 27, Page 5's additions will be detailed at a later time in future patch notes. Marquee Features Sentinel Archetype Revamp Sentinel Proliferation: Seismic Blast and Stone Armor Dominator Proliferation: Illusion Control 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 Marquee Features Sentinel Archetype Revamp [Focused Feedback: 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. Vulnerability 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. Sentinel Proliferation: Seismic Blast [Focused Feedback: Sentinel 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 [Focused Feedback: Sentinel 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 [Focused Feedback: Dominator 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. Powers & Gameplay Adjustments Powerset Revamps Mercenaries [Focused Feedback: Mercenaries Revamp] 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 500 seconds. Power no longer has a crash. The power now grants strong defensive and offensive buffs that slowly decay over a 2 minute window. Henchmen Their entire power repertoire revamped. Powers have been added, adjusted, and replaced. Necromancy [Focused Feedback: Necromancy Revamp] 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'. Soul Extraction Recharge lowered form 600s to 300s. Only works on active Henchmen, not Specters. Will extract the soul from each Henchman for 60s 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 Phase Shift's heal has been increased to a 12s duration from 6s. Scale lowered to 0.5 per tick from 1.0. Now have 13% positional defenses, not enhanceable. Ninja [Focused Feedback: Ninja Revamp] 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 [Focused Feedback: Robotics Revamp] 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. 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 [Focused Feedback: Battle Axe Revamp] 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). Fiery Melee [Focused Feedback: Fiery Melee Revamp] 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. Breath of Fire Increased up-front damage. Power now applies a 45s non-stacking DoT. 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 [Focused Feedback: Fiery Aura Revamp] 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. Up-Front damage radius increased to 15ft. 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. Cast time lowered from 2.03s to 1.47s Recharge increased from 25s to 45s 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 no longer claims it is auto-hit. 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 [Focused Feedback: Force Fields Revamp] Force Bolt (now Repulsion Bolt) Now applies -20% (Defender Values) Resistance to all damage for 30s. Recharge increased to 10s. 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 20ft 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 Dampening 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 Dampening Bubble will move to your location if summoned again during it's duration. Quality of Life Changes Level Availability Changes [Focused Feedback: 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 [Focused Feedback: 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 and hit up to 5 targets. Blaster Manipulation/Fire Manipulation/Burn: No longer summons multiple burn patches (summon on self only). Power now hits 5 enemies instead of 4. Up-Front damage radius increased to 15ft. Burn patch no longer triggers procs (the up-front damage still does). Burn Flames now inherit the power Accuracy enhancements. Burn patch now inherit AT classes, caps and modifiers. Burn cast time lowered from 2.03s to 1.47s. Recharge changed from 25s to 45s. Blaster Manipulation/Fire Manipulation/Combustion: Cast time lowered from 3s to 2.4s. Call to Arms: No longer grants base defense. Now it grants defense to all types. Edict of the Master: Now grants toxic defense. Power Bug Fixes Dominator Assault/Sonic Assault/Shriek: Can no longer be used while mezzed. Dominator Assault/Sonic Assault/Scream: Can no longer be used while mezzed. 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.
  7. Halloween Event 2022 Trick-or-Treat Updates Five new elite boss enemies have been added to the enemy roster when Trick-or-Treating above Level 25: Ancient Vampires Spectral Werewolves Arisen Mummies Crone Matriarchs Hollow Reapers These new elite bosses reward five times the influence and experience when defeated. These new elite bosses defeats give credit for the new and old event defeat badges for their enemy type groups. Spectral Werewolf defeats count as both a werewolf and a ghost defeat. Halloween Werewolf enemies will throw coffins using their Hurl power instead of boulders. All new Tier 1 prestige costume appearances have had Halloween temporary power versions added that drop from the event and are also sold by the Halloween salvage vendors. Using a permanent prestige costume will count for all Halloween event criteria that requires you to be wearing a costume such as receiving the Whispered Rumor tip or earning the Tricked Out badge. Halloween costume temporary powers have had 'Halloween' removed from their power names to make them easier to read in the power menu. Halloween salvage vendors have began offering the Fir Bolg prestige costume reward for 10 Prismatic Aether Particles and 50 of each Halloween salvage type. This costume will be available each year for the duration of October. New Badges Five new Event badges added for defeating each of the new Trick-or-Treat Elite Boss types: Vampiric Heritage - Defeat 5 Ancient Vampires from the Halloween Event to earn this badge. Spectral Anomaly - Defeat 5 Spectral Werewolves from the Halloween Event to earn this badge. Mummy's Curse - Defeat 5 Arisen Mummies from the Halloween Event to earn this badge. Unholy Cabal - Defeat 5 Crone Matriarchs from the Halloween Event to earn this badge. Reaper of Souls - Defeat 5 Hollow Reapers from the Halloween Event to earn this badge. Each of the five badges above will also reward 2 Prismatic Aether Particle salvage when earned. Dr. Kane's House of Horror Trial The Bored Guy and Bored Gal in the Dr. Kane's House of Horror trial have been given updated looks of their own.
  8. Advanced Difficulty Settings - General Fixed issue that was allowing Ultimate Super Inspirations to be used in content where they should be disabled. Advanced Difficulty Settings - Dr. Aeon's Strike Force Golden Brickernauts are now immune to healing while they are counting down, preventing scenarios where a Smelter heals them during the countdown which then caused their self-destruct to not be fatal and they 'magically revived' after exploding. Imperious Task Force Mission 1: The Sybil captors are now properly scaled again, with a minion instead of a lieutenant enemy if the team size is 5 or below. Fixed some map issues that were being exploited. Dr. Aeon's Strike Force Mission 5: Adjusted Emperor Requiem's AI configuration to ensure he stays suspended until the first four AVs are down, and then properly activates and fights after. Adjusted the objective setup so the 'Talk to PsiCurse (Optional)' objective will clear once you leave Ripple 3. Custom/Sheathed Weapons All weapons have been given a quality pass on placement on the back, they should be closer overall but still allowing as much flexibility as possible for body scaling. Female in particular have had most weapons brought closer to their back, as they were given excessive space when their torso scaling doesn't change like the other two body types. If any weapons have issues or seem oddly placed, please let @Cobalt Arachne know. Added 'Tomahawk' model to weapon selection for Battle Axe. This was a previously unused legacy axe model. Added 'Scimitar' model to weapon selection for Broadsword. This is the Scimitar model variant seen in Dual Blades which is thinner. Fixed incorrect draw child FX on Female Right 'Axe' Dual Blade. Adjusted 'Rikti Axe' to match the previous back positioning fix that went out to the Broadsword Rikti weapons but was missed on Battle Axe. 'Rikti Blade' Katana on Female/Huge bodies were mis-sized between sheathed/unsheathed versions, they are now correctly sized. The fancy back-to-hip-to-hand draw animation for the 'Rikti Blade' Katana has been smoothed on all three body types. 'Fire & Ice' War Mace was scaled smaller than intended on all three body types, has been made to match the properly sized Arachnos Mace version. Fixed missing sheathed draw FX on all four female Arachnos Maces. Fixed wrong/poorly named standard Arachnos Maces; Now labeled as the following in the editor: Bane Spider Mace renamed to 'Wolf Spider TacOps' Arachnos Mace A renamed to 'Bane Spider Scout' Arachnos Mace B renamed to 'Bane Spider Executioner' Arachnos Soldier AR child FX were missed for the firing point fix; Those FX are now fixed as well. Costume Fixes Rocket Boots options with the jump FX now only fire the thrusters during the jump's ascent and then shut-off during the fall, mirroring other jump jet FX. Power Bug Fixes Sonic Assault's Shriek and Scream are no longer usable while mezzed Defender's Epic Force of Nature recovery effect no longer ignores strength buffs. Ethereal Shift, Med Pack, Backup Radio and Signature Summons no longer work in PVP zones. Peregrine Island Incandescent now using Lotus Float as the last neutral animation was still causing her waist cape to get stuck on her leg often. Cimerora The patrols of bosses that appear in Castellum Quarter no longer respawn instantaneously and infinitely. Imperial City Powers are no longer suppressed inside the Trading House. Pocket D A wet floor sign has been deployed where the infamous Pocket D barfer was once located. There have been hazmat reports of concern, and an investigation is on-going. The feline patrons have decided to move over to the bar inside the AE block after some contention about occupying the favorite spots of some Pocket D regulars. Miscellaneous Removed the shout from the normal Vault Reserve Benevolabs vendor as it was causing it to show up in missions on maps that had Vault Reserves out of bounds. Stability & performance improvements: Fix a possible performance regression that could disproportionately affect machines with limited main memory bandwidth (some debug options mistakenly made it into the last release build). Fix a memory corruption bug in string handling edge cases that dates all the way back to the retail game but was extremely elusive -- until the aforementioned debug options caught it. Was causing a number of client crashes when a debug assertion triggered while editing supergroup costume colors. Fix two different base editor crashes that were reported. Fix weird issues that could happen when dismissing tip contacts under certain circumstances, including the newspaper / police radio temporarily disappearing, a phantom tip showing up in the "Inactive" tab, or a client crash. Fix reported client crash that could happen when double clicking certain doors with click-to-move enabled.
  9. Advanced Difficulty Settings - General Fixed issue that was allowing Ultimate Super Inspirations to be used in content where they should be disabled. Advanced Difficulty Settings - Dr. Aeon's Strike Force Golden Brickernauts are now immune to healing while they are counting down, preventing scenarios where a Smelter heals them during the countdown which then caused their self-destruct to not be fatal and they 'magically revived' after exploding. Imperious Task Force Mission 1: The Sybil captors are now properly scaled again, with a minion instead of a lieutenant enemy if the team size is 5 or below. Dr. Aeon's Strike Force Mission 5: Adjusted Emperor Requiem's AI configuration to ensure he stays suspended until the first four AVs are down, and then properly activates and fights after. Adjusted the objective setup so the 'Talk to PsiCurse (Optional)' objective will clear once you leave Ripple 3. Custom/Sheathed Weapons All weapons have been given a quality pass on placement on the back, they should be closer overall but still allowing as much flexibility as possible for body scaling. Female in particular have had most weapons brought closer to their back, as they were given excessive space when their torso scaling doesn't change like the other two body types. If any weapons have issues or seem oddly placed, please let @Cobalt Arachne know. Added 'Tomahawk' model to weapon selection for Battle Axe. This was a previously unused legacy axe model. Added 'Scimitar' model to weapon selection for Broadsword. This is the Scimitar model variant seen in Dual Blades which is thinner. Fixed incorrect draw child FX on Female Right 'Axe' Dual Blade. Adjusted 'Rikti Axe' to match the previous back positioning fix that went out to the Broadsword Rikti weapons but was missed on Battle Axe. 'Rikti Blade' Katana on Female/Huge bodies were mis-sized between sheathed/unsheathed versions, they are now correctly sized. The fancy back-to-hip-to-hand draw animation for the 'Rikti Blade' Katana has been smoothed on all three body types. 'Fire & Ice' War Mace was scaled smaller than intended on all three body types, has been made to match the properly sized Arachnos Mace version. Fixed missing sheathed draw FX on all four female Arachnos Maces. Fixed wrong/poorly named standard Arachnos Maces; Now labeled as the following in the editor: Bane Spider Mace renamed to 'Wolf Spider TacOps' Arachnos Mace A renamed to 'Bane Spider Scout' Arachnos Mace B renamed to 'Bane Spider Executioner' Arachnos Soldier AR child FX were missed for the firing point fix; Those FX are now fixed as well. Costume Fixes Rocket Boots options with the jump FX now only fire the thrusters during the jump's ascent and then shut-off during the fall, mirroring other jump jet FX. Power Bug Fixes Sonic Assault's Shriek and Scream are no longer usable while mezzed Defender's Epic Force of Nature recovery effect no longer ignores strength buffs. Ethereal Shift, Med Pack, Backup Radio and Signature Summons no longer work in PVP zones. Peregrine Island Incandescent now using Lotus Float as the last neutral animation was still causing her waist cape to get stuck on her leg often. Cimerora The patrols of bosses that appear in Castellum Quarter no longer respawn instantaneously and infinitely. Imperial City Powers are no longer suppressed inside the Trading House. Pocket D A wet floor sign has been deployed where the infamous Pocket D barfer was once located. There have been hazmat reports of concern, and an investigation is on-going. The feline patrons have decided to move over to the bar inside the AE block after some contention about occupying the favorite spots of some Pocket D regulars. Miscellaneous Removed the shout from the normal Vault Reserve Benevolabs vendor as it was causing it to show up in missions on maps that had Vault Reserves out of bounds. Stability & performance improvements.
  10. Advanced Difficulty Settings - General Fixed issue that was allowing Ultimate Super Inspirations to be used in content where they should be disabled. Advanced Difficulty Settings - Dr. Aeon's Strike Force Golden Brickernauts are now immune to healing while they are counting down, preventing scenarios where a Smelter heals them during the countdown which then caused their self-destruct to not be fatal and they 'magically revived' after exploding. Imperious Task Force Mission 1: The Sybil captors are now properly scaled again, with a minion instead of a lieutenant enemy if the team size is 5 or below. Dr. Aeon's Strike Force Mission 5: Adjusted Emperor Requiem's AI configuration to ensure he stays suspended until the first four AVs are down, and then properly activates and fights after. Adjusted the objective setup so the 'Talk to PsiCurse (Optional)' objective will clear once you leave Ripple 3. Custom/Sheathed Weapons All weapons have been given a quality pass on placement on the back, they should be closer overall but still allowing as much flexibility as possible for body scaling. Female in particular have had most weapons brought closer to their back, as they were given excessive space when their torso scaling doesn't change like the other two body types. If any weapons have issues or seem oddly placed, please let @Cobalt Arachne know. Added 'Tomahawk' model to weapon selection for Battle Axe. This was a previously unused legacy axe model. Added 'Scimitar' model to weapon selection for Broadsword. This is the Scimitar model variant seen in Dual Blades which is thinner. Fixed incorrect draw child FX on Female Right 'Axe' Dual Blade. Adjusted 'Rikti Axe' to match the previous back positioning fix that went out to the Broadsword Rikti weapons but was missed on Battle Axe. 'Rikti Blade' Katana on Female/Huge bodies were mis-sized between sheathed/unsheathed versions, they are now correctly sized. The fancy back-to-hip-to-hand draw animation for the 'Rikti Blade' Katana has been smoothed on all three body types. 'Fire & Ice' War Mace was scaled smaller than intended on all three body types, has been made to match the properly sized Arachnos Mace version. Fixed missing sheathed draw FX on all four female Arachnos Maces. Fixed wrong/poorly named standard Arachnos Maces; Now labeled as the following in the editor: Bane Spider Mace renamed to 'Wolf Spider TacOps' Arachnos Mace A renamed to 'Bane Spider Scout' Arachnos Mace B renamed to 'Bane Spider Executioner' Arachnos Soldier AR child FX were missed for the firing point fix; Those FX are now fixed as well. Costume Fixes Rocket Boots options with the jump FX now only fire the thrusters during the jump's ascent and then shut-off during the fall, mirroring other jump jet FX. Bug Fixes Sonic Assault's Shriek and Scream are no longer usable while mezzed Defender's Epic Force of Nature recovery effect no longer ignores strength buffs. Peregrine Island Incandescent now using Lotus Float as the last neutral animation was still causing her waist cape to get stuck on her leg often. Cimerora The patrols of bosses that appear in Castellum Quarter no longer respawn instantaneously and infinitely. Imperial City Powers are no longer suppressed inside the Trading House. Pocket D A wet floor sign has been deployed where the infamous Pocket D barfer was once located. There have been hazmat reports of concern, and an investigation is on-going. The feline patrons have decided to move over to the bar inside the AE block after some contention about occupying the favorite spots of some Pocket D regulars. Miscellaneous Removed the shout from the normal Vault Reserve Benevolabs vendor as it was causing it to show up in missions on maps that had Vault Reserves out of bounds.
  11. 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.
  12. 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.
  13. Tasks Sister Valeria's Story Arc Ambushes no longer chase players endlessly. Incarnate finale rewards for non-task-owners was missing; This has been fixed. 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 Fixed issue with initial behavior on the Aereus Colossi Twins that was sometimes causing them to run off unexpectedly. Sister Solaris Story Arc 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 Story Arc Fixed the error that was causing text in her arc to appear as pstrings. Power Fixes Fixed numerous typos in power descriptions for Sonic Assault and Symphony Control. Tintable version 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 rifle. Costumes Sheathed Weapons Improved the back position offsets for a couple of the War Mace/Mace Mastery models that were leaning a little far from the back on Male/Huge costume types: Carnival Mallet Rularuu Mace Carnival of Light Carnival of War Carnival of Vengeance Coral Club Coral Hammer Fixed Male Tech Mace pointing 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. The Lost Fixed an issue that was causing them 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.
  14. 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.
  15. Patch Notes: Issue 27, Page 4 Due to the large number of powers changes all characters will receive a free respec upon login. Additionally, in order to assist with any updates that may be needed due to weapon category changes for the sheathed weapon system, all players will receive a free costume change token for each costume slot they have unlocked. 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 [Focused Feedback: Sister Valeria Story Arc] 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Name Release Policy - 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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. 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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!) [Focused Feedback: Toggle Suspension] 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Badges & Emotes] 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 [Focused Feedback: New 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 [Focused Feedback: 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. Fixed a bug with Experience Boosters granting too much experience in non-Dev Choice AE missions. 1.5XP was giving double XP and 2XP was giving triple XP. These have been corrected to the intended 1.5x and 2x, respectively. 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 [Focused Feedback: Enemy Group Adjustments] 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 [Focused Feedback: Task Adjustments] 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 [Focused Feedback: City Zone Adjustments] 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.
  16. Patch Notes: Issue 27, Page 4 Known issues are listed in purple. NOTICE: There are a couple database-related changes in Page 4, which means characters transferred to Brainstorm from Homecoming may have some oddities, specifically in regards to the weapon changes. Please verify any weapon-related issues occur on a new character created on Brainstorm before reporting them. These will be fixed retroactively on existing Homecoming characters by a database fix that will be applied to all characters when Page 4 is launched on the live servers. 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 [Focused Feedback: Sister Valeria Story Arc] 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Name Release Policy - 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 in 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 in 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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!) [Focused Feedback: Toggle Suspension] 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Badges & Emotes] 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 [Focused Feedback: New 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 [Focused Feedback: 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 [Focused Feedback: Enemy Group Adjustments] 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 [Focused Feedback: Task Adjustments] 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 [Focused Feedback: City Zone Adjustments] 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.
  17. Patch Notes: Issue 27, Page 4 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. NOTICE: There are a couple database-related changes in Page 4, which means characters transferred to Brainstorm from Homecoming may have some oddities, specifically in regards to the weapon changes. Please verify any weapon-related issues occur on a new character created on Brainstorm before reporting them. These will be fixed retroactively on existing Homecoming characters by a database fix that will be applied to all characters when Page 4 is launched on the live servers. Only looking for what changed in Release Candidate 2? Check here! All changes are also in the full patch notes found below. RELEASE CANDIDATE 2 CHANGES: 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 [Focused Feedback: Sister Valeria Story Arc] Three encounters in Mission 2's open cave area have been adjusted to be one Cimeroran Traitor elite boss, one Minotaur, and one Cyclops; Down from two Minoturs and two Cyclopes. 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 [Focused Feedback: Repeatable Cimerora Incarnate Missions] Adds missing objective description strings in Sideris Destroy Cysts task. This was causing it to display as "3 Defeat the Guardian". 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 [Focused Feedback: 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 Reverberant's Enfeebling Lullaby had its range erroneously set to zero, so it would not use it unless very close. This has been fixed. Also, the pet should prefer to be at Range but will be more aggressive. 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 [Focused Feedback: Name Release Policy - 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 [Focused Feedback: Advanced Difficulty - Imperious Task Force] Fixed an issue that was causing the advanced difficulty exclusive triggers to randomly fire when other objectives completed in the standard difficulty Imperious Task Force. Fixed an issue that made it possible to spawn Nictus Romulus before the transformation cutscene by teleporting far enough into the cutscene's proximity trigger before it played. Fixed one of finale Romulus' summons that was appearing at Level 1. 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 [Focused Feedback: 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 [Focused Feedback: 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. Otherwise, as of Page 4's launch, the selection of costumes will match what has existed (linked) previously. Each week on Tuesday, there will be one new NPC costume added to the Tier 1 offerings automatically, this will continue every week until announced otherwise, and more will be included in future updates. These newly released costumes will also be added to the temporary power selection from Trick or Treating and the Halloween event vendors at the same time that the permanent versions become purchasable. 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. 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. The Fir Bolg costume is now only sold by Halloween salvage vendors during the month of October for 10 Prismatic Aether Particles, 50 of each of the four Halloween trick-or-treat salvage. Added Snow Beast costume to the Candy Keeper vendor that is only sold during the month of December for 10 Prismatic Aether Particles and 200 Candy Cane salvage. These holiday costumes have a gold costume icon, are considered Tier 1, and grant an Aether costume badge credit when purchased. 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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!) [Focused Feedback: Toggle Suspension] 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Badges & Emotes] 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 [Focused Feedback: New 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 [Focused Feedback: 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 Fixed an issue that causing mobs to vanish when aggro'd on the new Winter Forest map. 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 [Focused Feedback: Enemy Group Adjustments] 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 [Focused Feedback: Task Adjustments] 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. 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 [Focused Feedback: City Zone Adjustments] 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. 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.
  18. Patch Notes: Issue 27, Page 4 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. NOTICE: There are a couple database-related changes in Page 4, which means characters transferred to Brainstorm from Homecoming may have some oddities, specifically in regards to the weapon changes. Please verify any weapon-related issues occur on a new character created on Brainstorm before reporting them. These will be fixed retroactively on existing Homecoming characters by a database fix that will be applied to all characters when Page 4 is launched on the live servers. Only looking for what changed in Release Candidate 1? Check here! All changes are also in the full patch notes found below. RELEASE CANDIDATE 1 CHANGES: 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 [Focused Feedback: Sister Valeria Story Arc] Loading screens for new maps now have grey borders like other Cimerora loading screens. MISSION 2: The coastal cavern section of this mission now has a mini map. 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 [Focused Feedback: 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. All missions have been upgraded to use a larger map for more combat opportunities. These missions are now locked to level 54. 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 [Focused Feedback: 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 [Focused Feedback: Name Release Policy - 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 [Focused Feedback: Advanced Difficulty - Imperious Task Force] Pop-up float text in the Advanced Difficulty ITF now uses an orange coloration instead of violet. MISSION 4: Emperor Romulus now summons Black Hole Bombs even when mezzed. Mobs that spawn during Emperor Romulus encounter should no longer follow players outside the Chamber of the Emperor. Adds minimap to the Chamber of the Emperor in the Advanced Difficulty ITF finale. 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 [Focused Feedback: 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 = 1 Prismatic Aether Particle salvage. ☆☆ 2-Star = (1+2) 3 Prismatic Aether Particle salvage. ☆☆☆ 3-Star = (1+2+3) 6 Prismatic Aether Particle salvage. ☆☆☆☆ 4-Star = (1+2+3+4) 10 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 [Focused Feedback: 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. Otherwise, as of Page 4's launch, the selection of costumes will match what has existed (linked) previously. Each week on Tuesday, there will be one new NPC costume added to the Tier 1 offerings automatically, this will continue every week until announced otherwise, and more will be included in future updates. These newly released costumes will also be added to the temporary power selection from Trick or Treating and the Halloween event vendors at the same time that the permanent versions become purchasable. 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. 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 the near-half range of the power (30 ft base range). 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. No longer spams combat log with slowed enemy text. Armor Set Toxic/Psionic Mitigation Changes [Focused Feedback: 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). Toggle Suspension (New Tech!) [Focused Feedback: Toggle Suspension] 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/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. 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. 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. 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: 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 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 DUNE 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, DUNE, Devastator, and Steampunk Beam Rifles, which were all too far left and floated away from the player's hand on all three body types. Fixed offsets on the Resistance, Runesoldier, and DUNE Assault Rifles, which were all too far left and floated away from the player's hand on all three body types. Fixed an issue that was causing sheathed Dual Blade weapons on Female and Huge to be the wrong size. Fixed Fantasy Blade on Katana/Ninja Blade being reversed while drawn on sheathed on Female body types. Fixed a few more sheathed weapons that had the wrong child draw FX defined; Sheathed Vanguard Sword on Female/Huge, and Sheathed Vanguard Blade on Huge. 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 [Focused Feedback: 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 [Focused Feedback: Badges & Emotes] 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. Traditionalist Foil - Fixed a typo in badge text. 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 [Focused Feedback: New 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 [Focused Feedback: 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 [Focused Feedback: Enemy Group Adjustments] 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 [Focused Feedback: Task Adjustments] 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. 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 [Focused Feedback: City Zone Adjustments] 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. Adjusted the Freedom Corp banner on the new building in Atlas Park so it doesn't clip when viewed at a distance. 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. Fixed issue where the door to The Crucible was a potential mission door, which would make any mission assigned to it inaccessible. 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. 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.
  19. Patch Notes: Issue 27, Page 4 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. NOTICE: There are a couple database-related changes in Page 4, which means characters transferred to Brainstorm from Homecoming may have some oddities, specifically in regards to the weapon changes. Please verify any weapon-related issues occur on a new character created on Brainstorm before reporting them. These will be fixed retroactively on existing Homecoming characters by a database fix that will be applied to all characters when Page 4 is launched on the live servers. Only looking for what changed in Build 3? Check here! All changes are also in the full patch notes found below. BUILD 3 CHANGES: 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 [Focused Feedback: Sister Valeria Story Arc] 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 [Focused Feedback: 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. New Powersets Symphony Control [Focused Feedback: 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 Fixed a particle bug that was ignoring color tinting Aria of Stasis Ranged (Cone), Minor DMG(Psionic), Immobilize, -Speed Impassioned Serenade Ranged, Minor DMG(Psionic), Confuse Now does damage over time for up to 30 seconds, however the ticks of damage will only fire if the target is confused. Dreadful Discord Ranged (Cone), Minor DMG(Psionic), Fear Enfeebling Lullaby Ranged (Cone), Moderate DMG(Psionic), Sleep Will no longer apply damage on targets that are asleep Confounding Chant Ranged (Cone), Superior DoT (Psionic), Foe Disorient This power now can extend the duration of its DoT from 20 seconds to 30 seconds. However, over these extra 10 seconds, the ticks of damage will only fire if the target is stunned. Chords of Despair Targeted AoE, Hold Reverberant Reverberant Pet Summon Significantly lowered the delay between the player activating a Symphony power and Reverberant being able to repeat it. The pet should now do somewhat better at staying at range. 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 [Focused Feedback: Name Release Policy - 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 [Focused Feedback: Advanced Difficulty - Imperious Task Force] FIXES & ADJUSTMENTS: The epic finale has been implemented for the Nictus Romulus encounter in Advanced Difficulty. Enjoy! All float text from Nictus events is now violet colored instead of red. HOSTLESS NICTUS: Elite bosses now have a 30/33/36/40% chance to spawn hostless Nictus essence per star count which is 20% higher than the rate of normal bosses. Enhanced the hostless Nictus power chain, which now properly fails if mezzed when the counter hits 100%, and prevents the Level 1 Nictus clones that were appearing. The hostless Nictus essence float text now mentions who's being targeted for body hijacking to make it easier for allies to go find/rescue them. The body hijacking now teleports you immediately upon being caught, no longer delayed which led to some confusion on the timing on when you could run away, since the to-hit check was taking place before the animation played. The hostless Nictus essence percentile counter now includes wording making it easier to see amongst the damage numbers. MISSION 3: Aereus Colossi Laeva & Dextro are now MUCH harder to separate and fight individually. Aereus Colossi Laeva & Dextro now rotate 20% slower. Adjusted the bit calls of the Goliath Cutscene so that Lore pet critters using that sequencer type can't access it. To complete the objective with Vandal, you now only have to defeat him and not his minions. The zone that plays music in the back of the map is now labeled 'Vespillos Stronghold'. MISSION 4: Nictus Romulus is now a standard AV for lives #1, #2, and #3 but a challenge AV for life #4. Nictus Romulus should no longer be prone to run all over the place while debuffed. The Nictus powers granted by Romulus consuming his Nictus Essences are now permanent in all difficulties rather than timed per his reduction to standard AV for the first three lives. Reduced the Emerald Barrier Nictus barrier's -Regen debuff down to 50% from 66% per his reduction to standard AV for the first three lives. Excluded Stuns from the Emerald Barrier Nictus as Stun is primarily found as a secondary on melee ATs rather than a primary on control ATs. The Emerald Barrier Nictus can now also be Confused to trigger his -regen effect while suppressing the invincibility on Romulus. The Nictus Barriers now only make Romulus immune to damage/mez while he is under their effect, meaning he can now be Taunted/Slowed while shielded. Nictus Essence #2's Portal power on hard mode no longer targets pets of any kind. When Romulus consumes Nictus Essence #2's Portal power, it loses the 10% chance to spawn a Nictus boss, and instead only has a 10% to spawn a Nictus lieutenant. Nictus Romulus' Void Mire is now Void Judgement, using the distinct Incarnate FX that's easier to identify has fired vs. the previous one that was often lost in the crowd of other Nictus FX. Increased delay on Void Judgement by 2.5 seconds to give slightly more reaction time to avoid it. Romulus also cannot move until after it fires, to prevent him from moving and making it harder to avoid. Romulus' Shadow Slip now only teleports players, sparing pets from any PBAoE death from his Whirling Sword or other AoE attacks. Nictus Romulus now uses no redraw broadsword PFX to help him not waste as much time redrawing between his many Nictus powers. Chill of the Night granted on Romulus by his Nictus Essence is now an auto power instead of a toggle since his Shield toggle's infinite duration was causing him not use Chill of the Night at all. Fixed the Valeria coastal cave not being present in ITF Mission 4's map and leaving a big gap in the mountain seen out of bounds. The zone that plays music where Romulus is fought is now labeled 'Castellum Plaza'. 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 10 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 2 Reward Merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 4 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 20 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 4 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 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 30 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 6 Reward Merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 10 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 40 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 [Focused Feedback: 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 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. This sets a maximum possibly daily gain of 30 Prismatic Aether Particles from Incarnate Trials on the same character. 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 = 1 Prismatic Aether Particle salvage. ☆☆ 2-Star = (1+2) 3 Prismatic Aether Particle salvage. ☆☆☆ 3-Star = (1+2+3) 6 Prismatic Aether Particle salvage. ☆☆☆☆ 4-Star = (1+2+3+4) 10 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 sets a maximum possibly daily gain of 3 Prismatic Aether Particles from Incarnate Trials on the same character. 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 [Focused Feedback: 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. Otherwise, as of Page 4's launch, the selection of costumes will match what has existed (linked) previously. Each week on Tuesday, there will be one new NPC costume added to the Tier 1 offerings automatically, this will continue every week until announced otherwise, and more will be included in future updates. These newly released costumes will also be added to the temporary power selection from Trick or Treating and the Halloween event vendors at the same time that the permanent versions become purchasable. 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. 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 [Focused Feedback: 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 [Focused Feedback: Attack Typing Adjustments] NPC Attack Type Adjustments The attack typing on all NPC attacks have been revamped to only utilize a total of two defense types: Positional & Primary Damage Attacks that were a 50/50 split are set to use the most exotic damage type per priority brackets (S/L < F/C < E/N < P/T). If an attack is split into two types in the same priority bracket, the most fitting type according to the power's concept decides. Various grenade/explosive powers that were formerly Lethal/Smashing have been set to Fire/Lethal instead. Enemy Energy Melee was previously 40%/60% Energy/Smashing, it is now 60%/40% Energy/Smashing and targets Energy defense. 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. This does not change any Mind Control powers; whose set gimmick is that they bypass positional defenses and only use Psionic defense. EXAMPLE: Previously, attacks checked for defense typings of any damage types involved in the attack. For example, most Ice Blast attacks are Cold/Smashing and when checked against a player's defenses, it would look at both Cold and Smashing defenses and use whichever was highest. After this adjustment, an attack will only target the defense of the attack's highest damage type. Using the aforementioned Ice Blast, those attacks will now only target Cold defense, even though they have a Smashing component, as Cold is the majority damage in those attacks. Player Attack Type Adjustments All Player Attack powers now use two attack types. All attacks will have up to one Positional defense and one Damage Type defense it will check against. Ranged Attack powers that should have been tagged as AoE Attack All/Electric Affinity/Empowering Circuit All/Electric Affinity/Energizing Circuit All/Electric Affinity/Insulating Circuit All/Electric Affinity/Rejuvenating Circuit All/Electric Control/Chain Fences Redirects/Galvanic Sentinel Discharge: Also changed the MaxTargets to 16 and removed its MaxTargetsExpression which was set to 16. Controller & Dominator/Gravity Control/Propel Dominator/Martial Assault/Trick Shot Epic/Munitions Mastery/LRM Rocket Mastermind/Mercenary/Spec Ops 2/Flash Bang Mastermind/Mecernary/Spec Ops 3/Tear Gas Mission Maker/Zombie/Projectile Vomit Sentinel/Ice Armor/Moisture Absorption: Updated Description to reflect it is an AoE attack. Arachnos Soldier Proxy/Heavy Burst 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 [Focused Feedback: 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 resistance debuffs called "Sonic Vibrations". Each attack does a "Short" debuff on the target that lowers resistance by -12% for 8s (Defender values). In addition to the Short Sonic Vibrations debuff, the following powers apply additional debuffs: Shriek, Scream, Shout, Screech: "Incremental" for 8s (-8% res, Defender values). Stacks up to 4 times. Howl: "Wide" for 8s (-8% res, Defender values). Does not stack, but refreshes debuff. Dreadful Wail: "Extensive" for 20s (-8% res, Defender values). Does not stack, but refreshes debuff. Note: The single target attacks apply the same debuff and they can now stack up to 4 times. This includes using the same single target power multiple times to build up stacks. Once 4 stacks of "Incremental" are reached on a target from the same caster, new stacks will be ignored until one of the previous stacks wears off. This change now means a Defender can reach up to -60% resistance debuff on a single target (-12% from Short, -32% from 4x Incremental, -8% from Wide, and -8% from Extensive). Changes to Cast Times (all ATs): Scream cast time reduced to 1.47 seconds (down from 1.67 seconds) Shout cast time reduced to 2.00 seconds (down from 2.67 seconds) Howl cast time reduced to 1.6 seconds (down from 2.33 seconds) Shockwave cast time reduced to 1.67 seconds (down from 2.17 seconds) Siren's Song cast time reduced to 1.87 seconds (down from 2.00 seconds) Changes to Max Targets: (Non-Sentinels) Siren's Song max targets increased to 16 (up from 10). Sentinels still have max targets set to 10. (Sentinels) Howl max targets reduced to 6 (down from 10). (Sentinels) Shockwave max targets reduced to 6 (down from 10). Changes to damage/cooldowns (Endurance costs were also scaled appropriately): (Non-Sentinels) Shout cooldown reduced to 10 seconds and damage reduced to 1.96 scale. Sentinels cooldown is still 11s and 2.12 scale damage. (Non-Sentinels) Screech cooldown reduced to 12 seconds, damage increased to 2.28 scale and Stun duration is reduced to 5.0 scale. Sentinels version is unchanged. (All ATs) Howl cooldown decreased to 8s (was 10 seconds), damage decreased to 0.6694 scale (was 0.80). (All ATs) Shockwave cooldown increased to 11 seconds (was 8s), damage increased to 0.8652 scale (was 0.64). Accuracy is increased to 1.0x (up from 0.9x). (All ATs) Siren's Song cooldown reduced to 16 seconds (down from 20 seconds), damage increased to 1.1902 scale (was 0.50). Accuracy is increased to 1.0x (up from 0.9x). With the various changes to cast times and cooldowns, PvP damage was updated to reflect that. 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 [Focused Feedback: 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 has a 45 degree arc (the slow cone is still 135 degrees). 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. (Dominators) No longer accepts Fear enhancements or sets. This power never applied a fear effect. Armor Set Toxic/Psionic Mitigation Changes [Focused Feedback: 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). Fixed the short help text to state this power does Res(All). 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. (This was bugged and did not have these changes, now they do). 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). Toggle Suspension (New Tech!) [Focused Feedback: Toggle Suspension] 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 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/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/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. 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. 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/Banished Pantheon/Sentinel: Fixed a sequencer issue that was causing the Sentinel lore pet to jettison into space when recalled by the distance tether to their summoner after moving far away. 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. 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. 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Custom Weapon Expansion] New Custom Weapon Options Battle Axe Vahzilok Butcher Knife Vahzilok Bone Cutter Infernal Axe Undead Slaying Axe Broadsword Rikti Sword 2 Vahzilok Butcher Knife Vahzilok Bone Cutter Knives of Artemis Blade Rapier Carnival of Shadows Rapier 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 Staff Fighting Vanguard Staff Vanguard 'MAGI' Staff Nemesis Staff Katana 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 DUNE 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 misnamed draw FX for sheathed Carnival of Shadow Rapier that was causing it to not display on Male Broadsword. Fixed unsheathed Vahzilok Bonesaw and Vahzilok Butcher Knife models being reversed on Female Broadsword. Fixed sheathed Vahzilok Bonesaw pointing to the wrong draw FX on Female Broadsword. 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 [Focused Feedback: 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 [Focused Feedback: Badges & Emotes] 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 8 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 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 [Focused Feedback: New 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 [Focused Feedback: 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. 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 [Focused Feedback: Enemy Group Adjustments] 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 toxic visual FX on their melee attacks. Fixed a file exclusion that was causing Regent Korol's new claws to display a blank texture 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 Vahzilok Eidolon bosses can now 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 [Focused Feedback: Task Adjustments] 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 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 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. 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 [Focused Feedback: City Zone Adjustments] 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. The Facemaker Contractor has been given a Vahzilok Meat Doctor costume. 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. Adjusted the seagull sounds so they cannot be heard while within Blackbeard's Pub. 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. 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. 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.
  20. Use this thread for General Feedback that doesn't fit in any of the Focused Feedback threads.
  21. Temporal Warrior, 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.
  22. Patch Notes: Issue 27, Page 4 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. NOTICE: There are a couple database-related changes in Page 4, which means characters transferred to Brainstorm from Homecoming may have some oddities, specifically in regards to the weapon changes. Please verify any weapon-related issues occur on a new character created on Brainstorm before reporting them. These will be fixed retroactively on existing Homecoming characters by a database fix that will be applied to all characters when Page 4 is launched on the live servers. 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 [Focused Feedback: Sister Valeria Story Arc] FIXES AND ADJUSTMENTS: Hostless Nictus Essence now have a proper enemy description. Fixed broken FX on the Shadow Cyst. 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 [Focused Feedback: 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. New Powersets Symphony Control [Focused Feedback: 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 Fixed vfx positioning bug when used by male and huge characters Chords of Despair Targeted AoE, Hold Reverberant Reverberant Pet Summon Pet should no longer claim to be part of Earth Control 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 [Focused Feedback: Name Release Policy - 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 [Focused Feedback: Advanced Difficulty - Imperious Task Force] FIXES AND ADJUSTMENTS: Removed the -Confusion element from the Roman LTs shout since that is now managed by the difficulty settings. HOSTLESS NICTUS: Dropped the hostless spawn chances down to 10%/13.3%/16.6%/20% per difficulty level. The possession chain from hostless Nictus now teleports you to them held, so there is no escape. Increased the delay before the hostless Nictus spawns from the corpse of their host up to 3 seconds again. The hostless Nictus death buff now lasts 25 seconds, down from 45, and can't be stacked or refreshed while a past application of the buff is still active. MISSION 3: Per feedback the Aereus Colossi are now normal AVs instead of Challenge AVs making them take less time, but also reducing their merit rewards. Fixed typo in the Colossus cutscene. Fixed mistake that had Laeva and Dextro land in the cutscene opposite to their final positions. MISSION 4: Romulus' Sunless Mire becomes the devastating and almost certainly fatal Void Mire. Void Mire can only hit players, so pets and non-players won't trigger buffs on Romulus and aren't in danger of death. Void Mire gives a larger +DMG and +Tohit to Romulus per player it lands on. Shadow Slip now fires into Void Mire via kExecutePower, ensuring no more Shadow Slips where he then doesn't chain into his follow-up properly. Shadow Slip cooldown reduced to 75 seconds from 125 seconds. Romulus now recalls his Nictus fluffies to him every 15 seconds so if they've wandered off or aren't fighting players, they can introduce themselves to players. Removed unneeded DisableModes on a couple of Romulus' powers. Nictus Romulus now gains the main powers of his Nictus Essences after he eats them, making the fight maintain difficulty in Advanced Difficulty, not become easier. Twilight Grasp from Nictus Essence #1 Portal from Nictus Essence #2 Chill of the Night from Nictus Essence #3 How long he retains these powers depends on the difficulty level set. 1-Star = 4 minutes 2-Star = 8 minutes 3-Star = 12 minutes 4-Star = Permanently Emerald Barrier Nova is now 90% resistant to damage while mezzed properly, giving some protection to them vs. those going for the 'mez for debuff' strategy can't have it ruined by non-control types who don't know about it. Fixed missed flag that was causing the various Barrier Novas to resist their own defense buffs, leaving them more vulnerable to attacks then intended. Fixed issue that was causing the Emerald Barrier Nova to continue making Romulus untouchable even when mezzed correctly. The -Regeneration debuff component of the Emerald Barrier Nova's cast is now -66% up from -50%. 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 1 Empyrean merit. 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 1 Astral merit per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 2 Astral 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 2 Empyrean 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 2 Astral merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 3 Astral 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 3 Empyrean 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 3 Astral merits per defeat. Certain powerful Arch-villains/Giant Monsters have double base health (with normalized regeneration numbers) and will reward 1 Empyrean 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 4 Empyrean 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 [Focused Feedback: 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 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. This sets a maximum possibly daily gain of 30 Prismatic Aether Particles from Incarnate Trials on the same character. 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 = 1 Prismatic Aether Particle salvage. ☆☆ 2-Star = (1+2) 3 Prismatic Aether Particle salvage. ☆☆☆ 3-Star = (1+2+3) 6 Prismatic Aether Particle salvage. ☆☆☆☆ 4-Star = (1+2+3+4) 10 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 sets a maximum possibly daily gain of 3 Prismatic Aether Particles from Incarnate Trials on the same character. 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 [Focused Feedback: 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. Otherwise, as of Page 4's launch, the selection of costumes will match what has existed (linked) previously. Each week on Tuesday, there will be one new NPC costume added to the Tier 1 offerings automatically, this will continue every week until announced otherwise, and more will be included in future updates. These newly released costumes will also be added to the temporary power selection from Trick or Treating and the Halloween event vendors at the same time that the permanent versions become purchasable. 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. Tier 2 - Vintage Costumes: Vintage Costume Powers use retired NPC appearances that can't be found anywhere else in the game and cost 300/450 (normal/mode) Prismatic Aether Particle salvage each. 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 cost 1000/1500 (normal/mode) Prismatic Aether Particle salvage each. 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 [Focused Feedback: 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 [Focused Feedback: Attack Typing Adjustments] NPC Attack Type Adjustments The attack typing on all NPC attacks have been revamped to only utilize a total of two defense types: Positional & Primary Damage Attacks that were a 50/50 split are set to use the most exotic damage type per priority brackets (S/L < F/C < E/N < P/T). If an attack is split into two types in the same priority bracket, the most fitting type according to the power's concept decides. Various grenade/explosive powers that were formerly Lethal/Smashing have been set to Fire/Lethal instead. Enemy Energy Melee was previously 40%/60% Energy/Smashing, it is now 60%/40% Energy/Smashing and targets Energy defense. 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. This does not change any Mind Control powers; whose set gimmick is that they bypass positional defenses and only use Psionic defense. EXAMPLE: Previously, attacks checked for defense typings of any damage types involved in the attack. For example, most Ice Blast attacks are Cold/Smashing and when checked against a player's defenses, it would look at both Cold and Smashing defenses and use whichever was highest. After this adjustment, an attack will only target the defense of the attack's highest damage type. Using the aforementioned Ice Blast, those attacks will now only target Cold defense, even though they have a Smashing component, as Cold is the majority damage in those attacks. 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. Ranged Attack powers that should have been tagged as AoE Attack All/Electric Affinity/Empowering Circuit All/Electric Affinity/Energizing Circuit All/Electric Affinity/Insulating Circuit All/Electric Affinity/Rejuvenating Circuit All/Electric Control/Chain Fences Redirects/Galvanic Sentinel Discharge: Also changed the MaxTargets to 16 and removed its MaxTargetsExpression which was set to 16. Controller & Dominator/Gravity Control/Propel Dominator/Martial Assault/Trick Shot Epic/Munitions Mastery/LRM Rocket Mastermind/Mercenary/Spec Ops 2/Flash Bang Mastermind/Mecernary/Spec Ops 3/Tear Gas Mission Maker/Zombie/Projectile Vomit Sentinel/Ice Armor/Moisture Absorption: Updated Description to reflect it is an AoE attack. Arachnos Soldier Proxy/Heavy Burst 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 [Focused Feedback: 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 resistance debuffs called "Sonic Vibrations". Each attack does a "Short" debuff on the target that lowers resistance by -12% for 8s (Defender values). In addition to the Short Sonic Vibrations debuff, the following powers apply additional debuffs: Shriek, Scream, Shout, Screech: "Incremental" for 8s (-8% res, Defender values). Stacks up to 4 times. Howl: "Wide" for 8s (-8% res, Defender values). Does not stack, but refreshes debuff. Dreadful Wail: "Extensive" for 20s (-8% res, Defender values). Does not stack, but refreshes debuff. Note: The single target attacks apply the same debuff and they can now stack up to 4 times. This includes using the same single target power multiple times to build up stacks. Once 4 stacks of "Incremental" are reached on a target from the same caster, new stacks will be ignored until one of the previous stacks wears off. This change now means a Defender can reach up to -60% resistance debuff on a single target (-12% from Short, -32% from 4x Incremental, -8% from Wide, and -8% from Extensive). 2nd Note: This change should allow more build flexibility. A character can select any combination of ST attacks as they would like and still have the opportunity to reach the 4 stack limit (assuming they have enough recharge reduction to achieve it). The AoE attacks do not stack, which is unchanged from Build 1. Changes to Cast Times (all ATs): Scream cast time reduced to 1.47 seconds (down from 1.67 seconds) Shout cast time reduced to 2.00 seconds (down from 2.67 seconds) Howl cast time reduced to 1.6 seconds (down from 2.33 seconds) Shockwave cast time reduced to 1.67 seconds (down from 2.17 seconds) Siren's Song cast time reduced to 1.87 seconds (down from 2.00 seconds) Changes to Max Targets: (Non-Sentinels) Siren's Song max targets increased to 16 (up from 10). Sentinels still have max targets set to 10. (Sentinels) Howl max targets reduced to 6 (down from 10). (Sentinels) Shockwave max targets reduced to 6 (down from 10). Changes to damage/cooldowns (Endurance costs were also scaled appropriately): (Non-Sentinels) Shout cooldown reduced to 10 seconds and damage reduced to 1.96 scale. Sentinels cooldown is still 11s and 2.12 scale damage. (Non-Sentinels) Screech cooldown reduced to 12 seconds, damage increased to 2.28 scale and Stun duration is reduced to 5.0 scale. Sentinels version is unchanged. (All ATs) Howl cooldown decreased to 8s (was 10 seconds), damage decreased to 0.6694 scale (was 0.80). (All ATs) Shockwave cooldown increased to 11 seconds (was 8s), damage increased to 0.8652 scale (was 0.64). Accuracy is increased to 1.0x (up from 0.9x). (All ATs) Siren's Song cooldown reduced to 16 seconds (down from 20 seconds), damage increased to 1.1902 scale (was 0.50). Accuracy is increased to 1.0x (up from 0.9x). With the various changes to cast times and cooldowns, PvP damage was updated to reflect that. 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 [Focused Feedback: Ice Control Changes] Cold Snap: "Shiver" has been renamed to "Cold Snap". This power has its cooldown increased from 30s to 40s. Fixed a bug where Controller and Dominator had inconsistent cooldowns and endurance costs. Both should now have a 40s cooldown and 10.4 endurance cost. Added a scale 10 Fear cone that has a 45 degree arc (the slow cone is still 135 degrees). 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. Arctic Air: Now has Overpower and Domination effects. (Dominators) No longer accepts Fear enhancements or sets. This power never applied a fear effect. (Controller) PvP Confuse Magnitude increased from 3 to 4. (Dominator) Domination Confuse Magnitude set to 1. (Build 1 had Mag 3 for PvE and none for PvP). (Dominator) Will no longer detoggle when mezzed. Instead will suppress for 8s when mezzed. Armor Set Toxic/Psionic Mitigation Changes [Focused Feedback: 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 Drain (Brute) - This power now grants T/P Defense. Build 1 had it missing. 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). Enhancement Slotting Fixes 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/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/Titan Weapons: Fixed some bugs with stances. Brute/Titan Weapon/Defensive Sweep (Slow): Was missing its endurance cost. Now set to the intended 5.356. Brute/Radiation Melee/Atom Smasher: Was using Smashing Attack, this is now set to Toxic Attack. This power doesn't do smashing damage. Dominator & Stalker/Savage Melee & Assault/Rending Flurry: Had its endurance cost set to 20.8. This has been reduced to 13.52. All/Smoke Flash: Set the power to no longer notify enemies of the attack. 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/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/Stone Armor/Earth's Embrace: Changed the +Max HP effects' stack type to Replace. 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. 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. 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) Stalker/Radiation Melee/Radiation Siphon: Added the Grant Assassin's Focus effect. 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. Temporary Powers/Haunted: This granted power from "Haunt" will now taunt the summoned pets from Lamplighter and Maestro RippleAV. Incarnate/Destiny/Rebirth: These powers' regeneration effects now ignore resistance. Rest: No longer applies a resistance to Stun/Sleep debuff. Toggle Suspension (New Tech!) [Focused Feedback: Toggle Suspension] 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 8s after breaking out of mezz. 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. 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. Added positional defenses. This were accidentally left out of Build 1. 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. 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 [Focused Feedback: 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 [Focused Feedback: 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 [Focused Feedback: Custom Weapon Expansion] New Custom Weapon Options Battle Axe Vahzilok Butcher Knife Vahzilok Bone Cutter Infernal Axe Undead Slaying Axe Broadsword Rikti Sword 2 Vahzilok Butcher Knife Vahzilok Bone Cutter Knives of Artemis Blade Rapier Carnival of Shadows Rapier 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 Staff Fighting Vanguard Staff Vanguard 'MAGI' Staff Nemesis Staff Katana 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 DUNE 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. 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. Removed Diamond Cut pattern from Male, Female, Huge (Chest, Gloves, Hips, Boots). This was a QA decision and the pattern will be reviewed at a later time. 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. Layer Stripe, Mystic, Slate, Vigilant received a QA pass since last patch. 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. 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. 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 [Focused Feedback: 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 [Focused Feedback: Badges & Emotes] 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. Down from ten costumes. Shapeshifter - Purchase ten costume powers using Prismatic Aether Particle salvage. Down from twenty-five costumes. Hologram - Purchase the BL-22c Holographic Matrix accolade from the BenevoLabs vendors found at any Vault Reserve store location for 50 Prismatic Aether Salvage. This reduces the minimum total Prismatic Aether Particle cost to get all the costume badges to 150, down from 300. 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. 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. 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. New Roleplaying & System Commands [Focused Feedback: New 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 [Focused Feedback: Architect Entertainment] Veteran experience rewards have been returned to AE for Level 50's. 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. 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) 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 [Focused Feedback: Enemy Group Adjustments] 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 to make her more unique as an AV. 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. Vahzilok Vahzilok Eidolon bosses can now 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 [Focused Feedback: Task Adjustments] Added minimap icons and waypoints to all TF/SF/Trial contacts in the game. They are identified via a purple book icon. 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 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 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. 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 [Focused Feedback: City Zone Adjustments] 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. Minimap icon for the submarine in Fort Trident now says 'Undercover Submarine'. Adjusted the Fort Trident drill sergeant's insults to be non-specific to any type of individuals or groups in his insults. Fixed typo "to much" to "too much" on random Fort Trident Freedom Corp NPCs. 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. Added bases to the pillars by the door to Fort Trident in Atlas Park per feedback. 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. 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. 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. 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 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.
  23. Use this thread for General Feedback that doesn't fit in any of the Focused Feedback threads.
  24. Use this thread for general feedback that doesn't fit in any of the Focused Feedback threads.
  25. 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.
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