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The Curator

Developer
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Posts posted by The Curator

  1. Badges

    New Badges

    Accolade

    • image.pngStowaway - Complete all villain-alignment story arcs on Striga Isle.

    Achievement

    • badge_i27_accomplishment_stationescape.png.2f9820d4f1bdf183fc71975425ed3b56.png Doesn't Look At Explosions - Successfully complete the ending sequence of Advanced Mode of the Lady Grey's Task Force.

    Defeat

    • badge_i27_defeat_rikti_deltamonkeys.png.140be2abfceff0726ff6d04b7671e8bb.png  Zookeeper Omega - Defeat the new boss encounter in the Advanced Mode of the Lady Grey's Task Force.

    History

    • Badge_History_Bicentennial.png.8489f4f8947d240142d580014248ab11.png Bicentennial - Celebrate the 200 year history of Paragon City with this history badge spanning 20 plaques scattered around the various zones:
      • 1. 200 Years of Paragon - Kings' Row
      • 2. South End Rail Riot - Independence Port
      • 3. World War 2 - Independence Port
      • 4. Statesman - Kings' Row
      • 5. The Great Depression - Kings' Row
      • 6. Terra Volta - Terra Volta
      • 7. Paragon Times - Steel Canyon
      • 8. Rudolph Augustus Seifert - Atlas Park
      • 9. Cold War Paragon - Brickstown
      • 10. Paragon Pride - Kallisti Wharf
      • 11. The Spirit of Freedom - Atlas Park
      • 12. Hamidon - Founders' Falls
      • 13. The Outbreak - The Hollows
      • 14. The Ferry - Peregrine Island
      • 15. Vietnam War - Atlas Park
      • 16. Brass Monday - Steel Canyon
      • 17. Humanitarian Activities - Skyway City
      • 18. Rikti War - Founders' Falls
      • 19. Galaxy City - Perez Park
      • 20. Dark Astoria - Talos Island

     

    Badge Fixes

    Accolades

    • Born in Battle - Fixed badge meter not tracking progress correctly.
    • High Pain Threshold - Fixed accolade referencing needing Relentless badge instead of The Unbroken Spirit.

     

    Defeats

    • Spider Smasher - Fixed female Wolf Spider Huntsmen not counting towards badge progress.
    • Cap Buster - Now properly displays the badge's hint after a single Red Cap defeat, instead of after 20.
    • Believer - Now only requires a single Sally defeat, instead of two.
    • Weed Whacker - Badge hint now properly states to defeat 50 Succubus or Hellfrost.
    • Infiltrator - Fixed to count defeats of radiation and psychic Paragon Protector Elites.
    • Hellspawned - Fixed to count the minion Damned in the Dr. Aeon Strike Force.
    • Gravedigger - Fixed to count the Zoombie Bomb Cadavers found in Agent Watkin's Story Arc.
    • Fixed female Skulls not counting towards various Skulls defeat badge progress.

     


    Emotes

    New Emotes

    • /e donut6
      • (Drenched Donuts has partnered with Choco Mints candy to produce a minty chocolate crumble variety of donut, adding to their line of flavors.)
    • /e PocketDog (/e PocketHotDog, /e JumboDeluxePocketDog).
      • (Dancing the night away requires lots of calories. This juicy, grilled-to-perfection 'Deluxe' Pocket Dog is DJ Zero's latest offering on the Pocket D menu!)
    • /e JumboDog (/e JumboHotDog)
    • /e Onigiri
    • /e PumpkinMug (/e pumpkinmug1)
    • /e Smartphone
    • /e Cameraphone
    • /e Text
    • /e Smartphone2 (legacy model)
    • /e Cameraphone2 (legacy model)
    • /e Text2 (legacy model)

     

    Emote Fixes

    • (/e sitchair) alias added for /e Sitchair1
    • Fixed the right lower leg position on the drinking mug animation, which caused some tall boots to clip into the leg.
  2. Customization Options

    • The two accolade powers that have weapon models can now be customized from the Power Customization menu.

    Crey CBX-9 Pistol

    • Original (Default)
    • Tintable
    • Semi-Automatic Pistol
    • Revolver
    • Malta Sidearm
    • Arachnos Pistol
    • Rikti Blaster

    Stolen Immobilizer Ray

    • Original (Default)
    • Tintable
    • Shotgun
    • Canister Gun
    • Malta Launcher
    • Orestes Rifle
    • Rikti Entangler

     

    Claws & Spines

    • Legacy Spines > Barb Swipe and Claws > Swipe flail animations added as alternative animations for Spines > Ripper and Claws > Eviscerate.

    Teleport & Combat Teleport

    • Several new alternate Teleport customization options added:
      • Murder of Crows
      • Rikti
      • Smoke Bomb
      • Tornado

    Customization Fixes

    • Teleport: Restored original colors for "Power Customization > Teleport > Original"
  3. Custom Weapons

    • All weapon sets currently in the game now have sheathed/holstered weapon support. Yay! 🎉

     

    Holstered Bows

    • Holstered Bows toggle option now available.


    Holstered Beam Rifles

    •  Holstered Beam Rifles toggle option now available.


    Holstered Pulse Rifles

    • Pulse Rifle has been folded into the Assault Rifle/Munition Rifle FX and it now has access to all of the same weapon models as those sets.
    • Holstered Pulse Rifles toggle option now available.


    Holstered Dual Pistols

    • Holstered Dual Pistols toggle option now available.

     

    New Custom Weapons

    • The following weapon models have been added as custom weapon options:

    Arachnos Mace

    • Rikti Bladerifle

    Arachnos / Assault / Munitions / Pulse Rifles

    • Devastator
    • Shard Cannon
    • Shock Rifle

    Broadsword

    • Red Cap Dagger
    • Thorn Blade 2
    • Circle of Thorns Sword

    Beam Rifle

    • Legacy Assault Rifle
    • Assault Rifle
    • Legacy Merc. Assault Weapon
    • Merc. Assault Weapon
    • Silenced Merc. Assault Weapon
    • Mk. II Merc. Assault Weapon
    • Military Assault Rifle
    • Sniper Rifle
    • Malta Sniper Rifle
    • Tommy Gun
    • Council Assault Weapon
    • Council Sub-Machine Gun
    • Nemesis Rifle
    • Nemesis Rifle 2
    • Vanguard Rifle w/Bayonet
    • Elite Vanguard Rifle w/Bayonet
    • Crey Laser Rifle
    • Crey Pulse Blaster
    • Rikti Blaster
    • Rikti Cannon

    Dual Pistols

    • Praetorian Resistance Blaster
    • Rikti Blaster
    • Crey Pistol
    • Circle of Thorns Crossbow
    • Hand Crossbow
    • Like 3
    • Thanks 1
    • Thumbs Up 1
  4. Costumes

    New Costume Parts

    • Added 'Gold Bricker' preset to the costume menu set offerings.

     

    Male / Female / Huge:

    • Patterns > Chest, Gloves, Hips, Boots > "Bars" (Contribution by @Marbing)
    • Patterns > Chest, Gloves, Hips, Boots > "Technopath" (Contribution by @Marbing)
    • Patterns > Chest, Gloves, Hips, Boots > "Paragon Protector"
    • Head > Full Helmet > "Paragon Protector"
    • Head > Hats > "Plague Doctor 1"
    • Head > Hats > "Plague Doctor 2"
    • Head > Detail 1 > "Plague Doctor"
    • Head > Half Helmets > Helmets > "Modern Beret"
    • Head > Half Helmets > Helmets > "ACH Helmet Tintable 1"
    • Head > Half Helmets > Helmets > "ACH Helmet Tintable 2"
    • Head > Half Helmets > Helmets > "ACH Helmet 1-8"
    • Head > Half Helmets > Helmet Detail 1 > "Modern Beret Flash"
    • Head > Half Helmets > Helmet Detail 2 > "Modern Beret Detail 1-13"
    • Head > Floating Heads > Eyeball > "Basic"
    • Head > Floating Heads > Eyeball > "Glowing"
    • Head > Floating Heads > Eyeball > "Evil"
    • Head > Floating Heads > Skull 1 > "Glowing"
    • Head > Floating Heads > Skull 1 > "Evil"
    • Head > Floating Heads > Skull 2 > "Glowing"
    • Head > Floating Heads > Skull 2 > "Evil"
    • Head > Floating Heads > Skull 3 > "Glowing"
    • Head > Floating Heads > Skull 3 > "Evil"
    • Head > Think Tank > Eyeball > "Basic"
    • Head > Think Tank > Eyeball > "Glowing"
    • Head > Think Tank > Eyeball > "Evil"
    • Head > Think Tank > Skull 1 > "Basic"
    • Head > Think Tank > Skull 1 > "Glowing"
    • Head > Think Tank > Skull 1 > "Evil"
    • Head > Think Tank > Skull 2 > "Basic"
    • Head > Think Tank > Skull 2 > "Glowing"
    • Head > Think Tank > Skull 2 > "Evil"
    • Head > Think Tank > Skull 3 > "Basic"
    • Head > Think Tank > Skull 3 > "Glowing"
    • Head > Think Tank > Skull 3 > "Evil"
    • Head > Think Tank > Skull 4 > "Basic"
    • Head > Think Tank > Rubber Duck > "Friendly"
    • Head > Think Tank > Rubber Duck > "Evil"
    • Shoulders > Ornate Skulls > "Glow"
    • Shoulders > Ornate Skulls > "Metallic Glow"
    • Shoulders > Half Skulls > "Glow"
    • Shoulders > Half Skulls > "Metallic Glow"
    • Shoulders > Fanged Skulls > "Glow"
    • Shoulders > Fanged Skulls > "Metallic Glow"
    • Shoulders > Large Fanged Skull > "Glow"
    • Shoulders > Large Fanged Skull > "Metallic Glow"
    • Shoulders > Large Skull > "Glow"
    • Shoulders > Large Skull > "Metallic Glow"
    • Shoulders > Ribs + Skulls > "Glow"
    • Shoulders > Ribs + Skulls > "Metallic Glow"
    • Shoulders > Spines + Skulls > "Glow"
    • Shoulders > Spines + Skulls > "Metallic Glow"
    • Shoulders > Ilium + Skulls > "Glow"
    • Shoulders > Ilium + Skulls > "Metallic Glow"
    • Belt > Skull > "Glow"
    • Belt > Skull > "Metallic Glow"
    • Belt > Fanged Skull > "Glow"
    • Belt > Fanged Skull > "Metallic Glow"
    • Belt > Lone Skull > "Glow"
    • Belt > Lone Skull > "Metallic Glow"
    • Belt > Headhunter > "Glow"
    • Belt > Headhunter > "Metallic Glow"
    • Gloves > "Advanced Clockwork Blaster"
    • Various > Clockwork > "Rusted Clockwork" - Texture added to all existing Praetorian Clockwork parts except faces.
    • Backpacks > "Tech Knight Quiver 2" - Offset to the right to allow for a holstered bow to rest on the left shoulder alongside it.
    • Backpacks > "Clockwork"
    • Backpacks > "Rusted Clockwork"
    • Backpacks > "Clockwork Winder"

    (The capes below require The Mongoose badge for defeating 50 Snakes in order to be used.)

    • Capes > Collars > "Mongoose: Snakeman"
    • Capes > Collars > "Mongoose: Snakeskin"
    • Capes > Collars > "Mongoose: Stheno"
    • Capes > "Mongoose: Snakeman (Viper)"
    • Capes > "Mongoose: Snakeman (Mamba)"
    • Capes > "Mongoose: Snakeman (Cobra)"
    • Capes > "Mongoose: Snakeskin (Viper)"
    • Capes > "Mongoose: Snakeskin (Mamba)"
    • Capes > "Mongoose: Snakeskin (Cobra)"
    • Capes > "Mongoose: Stheno (Viper)"
    • Capes > "Mongoose: Stheno (Mamba)"
    • Capes > "Mongoose: Stheno (Cobra)"
    • VEATS > Capes > "Mongoose: Snakeman (Arachnos)"
    • VEATS > Capes > "Mongoose: Snakeskin (Arachnos)"
    • VEATS > Capes > "Mongoose: Stheno (Arachnos)"

    Male:

    • Head > Detail 1 > "Sweetheart 1"
    • Head > Detail 1 > "Sweetheart 1 (High)"
    • Head > Detail 1 > "Sweetheart 1 (Low)"
    • Head > Detail 1 > "Sweetheart 1S"
    • Head > Detail 1 > "Sweetheart 1S (High)"
    • Head > Detail 1 > "Sweetheart 1S (Low)"
    • Head > Detail 2 > "Plague Doctor"

    Female:

    • Upper Body > Roman Sybil > "Roman Sybil 1"
    • Upper Body > Roman Sybil > "Roman Sybil 2"
    • Head > Detail 2 > "Plague Doctor"

    Huge:

    • Head > Detail 1 > "Sweetheart 1"
    • Head > Detail 1 > "Sweetheart 1 (High)"
    • Head > Detail 1 > "Sweetheart 1 (Low)"
    • Head > Detail 1 > "Sweetheart 1S"
    • Head > Detail 1 > "Sweetheart 1S (High)"
    • Head > Detail 1 > "Sweetheart 1S (Low)"

     

    Costume Bug Fixes:

    Female:

    • Upper Body > Jackets/Sleeveless Jackets > Chest > "Spectrum" was missing and has been added.
    • Upper Body > Jackets > Gloves > "Gold Bricker" can now be used with jacket sleeves and trench coat.
    • Widow > Pants > "Blood Widow" adjusted texture around inner knee.

    Male:

    • Upper Body > Shirts > Asymmetric Gloves > "Aeon Tech" right glove should now display properly.

    Male, Huge:

    • Lower Body > Boots (All) > "Victorian Steampunk (Legacy)" was added to restore previous tinting appearance.
    • Upper Body > Baggy > Chest Details > "Resistance Strap" was removed from baggy category as it uses the tights version by mistake (a baggy version does not exist).

    Male, Female, Huge:

    • Head > Full Helmets > Chitin Helm > "Masks" should now work properly.
      • If you have a lot of Chitin helmet costumes (for those that reported this issue), you can open your .costume files and update the texture path to include '!face_' before the pattern name so it passes validation when loading.
    • Upper Body > Tight > Chest Details > "Resistance Strap" fixed 2 color tint for leather and metal detail.
    • Upper Body > Jackets/Sleeveless Jackets > Chest Detail > Under > "Void Sanction" was missing and has been added.
    • Fixed capitalization typo in "Chaos LEather" pattern name.
    • Like 1
  5. Giant Monster Balancing Pass

    • Giant Monsters have been given a comprehensive balance sweep to make them less trivial for groups in Homecoming's power environment.
    • All outdoor Giant Monsters (excluding Lusca) have been granted additional maximum HP.
    • General resistance adjustments.
    • Increased magnitudes on Giant Monster's offensive Mez effects.
    • Model size adjustments to certain Giant Monsters to be bigger and easier to see in groups.
    • Most summon powers now summon an increased number of enemies or calculate based on the amount of participants fighting.
    • Some Giant Monsters have been given additional powers, including telegraphed abilities and other mechanics. Some existing abilities have been re-tuned to provide this same value.

     

    New Vanity Pets

    Giant Monster Mini Pets & Unstable Aether

    • The following Giant Monsters found in city zones now have a 10% chance of dropping an invention recipe of a miniature version of themselves. This chance is rolled individually per character who received credit and is tied to the same drop table as the Reward Merits.
      • Adamastor
      • Arachnos Flyer
      • Babbage
      • Caleb
      • Clockwork Paladin
      • Council Goliath War Walker
      • Deathsurge
      • Eochai
      • Ghost of Scrapyard
      • Jack In Irons
      • Jurassik
      • Kraken
      • Kronos Titan
      • Lusca
      • Sally
      • Seed of Hamidon (Seedling)
      • U'kon Gr'ai
    • NOTE: Only the zone version of these giant monsters drop the pet invention recipes.
    • These invention recipes are not bound and can be freely traded or sold on the Auction House once acquired.

    pets.thumb.jpg.21bdfcd4d21e8e494957772276c90f9b.jpg

     Which monster is your favorite? 

    • Giant Monsters that drop Reward Merits now also drop up to three(1-3) Unstable Aether salvage (amount depends on the specific GM defeated).

    salvage_UnstableAetherParticle.png.99ddbee3347a2ffb8222eb027eb51c5a.png

     Unstable Aether 

    • Unstable Aether is account bound and can only be transferred to other characters on the same account and cannot be stored in SG base bins; It can be held one-thousand (1,000) at a time.
    • Unstable Aether can be converted at any BenevoLabs Hologram vendors into the following:
      • Trade ten(10) Unstable Aether for one(1) random Giant Monster mini pet invention recipe from any of the listed above.
      • Convert three(3) Unstable Aether into one(1) Prismatic Aether.

     

    P2W Vendor:

    • Added six new non-combat vanity pets to the P2W vendor offerings, standard pricing:
      • Inherent_ArachnosDronePet.png.10b3b6cc2d6325e86bdd4d43ea24a30b.png Pet: Arachnos Drone
      • Inherent_CameraDronePet.png.90fd017abd875f5f59e62787143db195.png Pet: Camera Drone (Arena spectator model)
      • Inherent_PoliceDronePet.png.7de0874d3ba896051ba9761addc4d529.png Pet: Police Drone
      • Inherent_BattleOrbPet.png.074d032e5a2214f988cfbf3a108ba5d9.png Pet: Praetorian Battle Orb
      • Inherent_RiktiDronePet.png.319389dfe7f234c0cee3e36e710fb4c4.png Pet: Rikti Drone
      • Inherent_MysticLanternPet.png.12e571fa92c34b8fde64077601e7bc1d.png Pet: Mystic Lantern

     

    Hamidon Bud:

    • Hamidon Bud pet invention recipe has been added as a 0.4% chance drop from each Hamidon Mitochondria & Hamidon Bud enemy defeated from Hamidon raids.
    • This drop chance is calculated individually per qualifying player, per defeat.
      • NOTE: The mission versions found in the Lady Grey's Task Force do not drop the recipe.
      • This mini pet recipe is not bound and can be freely traded or sold on the Auction House once acquired.
    • Thumbs Down 1
  6. High-Level Circle of Thorns Revamp

    screenshot_231114-10-31-38.thumb.jpg.d1380f59cc712f3f0803de794ad9a5af.jpg

     Those darn pesky Oranbegans! 

    Thorn Casters:

    • Two new minion Thorn Casters at level 50+ replace Ice Thorn Casters:
      • Blizzard Thorn Caster with Storm Blast.
      • Magma Thorn Caster with lava-themed Seismic Blast.

    Spectres

     

    • New minion Spectres at level 41+ with Spectral Daemon Lord power suite.
    • New lieutenant Spectres at level 41+ with Nerva Spectral Daemon power suite, and some additional attacks.

     

    Demons

    • New lieutenant Hellfrost Lords at level 36+ with cold-themed Thorny Assault power suite.
    • Succubus lieutenants now spawn at level 46+, with slightly adjusted Succubus power suite.

     

    Bosses

    • Created high-level versions of Madness, Ruin, and Agony Mages at 45+ with additional powers

     

    Various

    • Tar, Quick Sand, and Earthquake debuff patches now display a status text string below your buff icons when you're being affected by them.
    • Added new base CoT resistance to all humanoid CoT critters.
    • Created new CoT mission spawndefs and updated existing CoT zone spawndefs.
    • Thumbs Down 1
  7. High-Level Council Revamp

    screenshot_231114-10-37-01.thumb.jpg.1a345b5a54894251e19525c0f87a6f91.jpg

     The Council is stepping up their game!  

    Galaxy Division

    • Overhauled Galaxy critter power suites; now at levels 40-54, they are modeled as Warshade versions of PPD Awakened.

     

    Nebula, Penumbra, Vortex Divisions

    • Martial Arts' animations modernized with up-to-date animations and secondary effects, and given chance for critical hit.
    • Added Rocket/Grenade variant minions back to levels 25-54.
    • Shifted Vortex faction level to encourage more group diversity while leveling; Vortex now spawn 20-24, Vortex Elite 25-29, and Vortex Cor Leonis 30+, spawndefs adjusted accordingly.

     

    Vampyr Division

    • Updated Dark Equinox Archon powersuite after revamped Galaxy Archon Umbral Blast powers and added to level 35-54 range with spawnlimit 1.

     

    Nightwolf Division

    • Added Nightwolf transformation lycanthropy to more bosses/lieutenants at levels 25-54 with spawnlimit 1.
    • Nightwolf transformation now has 10% chance to instead spawn a Nyctwolf with Black Dwarf power suite.

     

    Archvillains

    • Maestro's powersuite updated to use Symphony Control powers alongside Sonic Blast.

     

    Various

    • Added two new spawndefs to level 40-54 range Council, extended a spawndef with Nightwolves/Vampyr up to 54.
    • Adjusted zone/mission spawndefs to account for new critters.
    • Fixed various Council bosses spawning in TFs at -1 level.
    • Thumbs Down 1
  8. Devices - Remote Bomb

    • Time Bomb for Blaster > Devices has been replaced with Remote Bomb.
    • This can be placed on either an enemy or the ground, but once placed activating the power again will manually detonate the bomb. Remote Bomb can be set off the moment it is successfully placed.
    • If the mob that the Remote Bomb was attached to is defeated, the Remote Bomb will fall to the ground at that location.

     

     

    Traps - Temporal Bomb

    • Traps for Controllers, Corruptors, and Defenders now has Temporal Bomb instead of Time Bomb.
    • Like with Remote Bomb, this can be placed on Enemies or the floor and then manually detonated.
    • If the mob that the Temporal Bomb was attached to is defeated, the Temporal Bomb will fall to the ground at that location.
    • Unlike Remote Bomb, Temporal Bomb deals much less damage but creates a large Temporal Bubble that slows down enemies and speeds up allies!
      • Temporal Bubble Controller/Corruptor > Buffs Recharge, Recovery, and Movement speeds by 37.5% while active, debuffs enemy Movement and Recharge by 50% while active
      • Temporal Bubble Defender > Buffs Recharge, Recovery, and Movement speeds by 50% while active, debuffs enemy Movement and Recharge by 67.5% while active
      • Controller > Deals Scale 0.65 Fire + Scale 0.45 Lethal damage to all enemies (Total 1.1 scale), 100% Chance to knock
      • Corruptor > Deals Scale 0.9 Fire + Scale 0.6 Lethal damage to all enemies (Total 1.5 scale), 80% Chance to knock
      • Defender > Deals Scale 0.75 Fire + Scale 0.55 Lethal damage to all enemies (Total 1.3 scale), 80% Chance to knock


    Traps (Mastermind) - Detonator

    • Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3
    • Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click!
    • All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss
    • Like 2
  9. Various Power Updates

     

    Storm Blast

    The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output more consistent while keeping both ST and AoE performance the same as previous.

    • Chain Lightning:
      • Chain decay per jump is 0.18, down from 0.20
      • Chain decay caps at 0.64, up from 0.60
      • Chain fork is now 1,1,1,1,2 instead of 2,2
      • Sentinel fork is now 1,1,2 instead of 2,2
      • Chain delay is now 0.3, up from 0.2
      • Chain radius is now 10', down from 15'
      • Damage scale now 1 and 0.04x4 over 2.2s, up from 0.827 and 0.10x4 over 2.2s
      • Recharge 16s, down from 20s
      • Accuracy improved to 1.15, up from 1.0
    • Category Five:
      • Eye Wall targets up to 16, up from 10 for non-Sentinels
      • Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too)
      • Now has 100% proc rate for Storm Cell procs if summoned while active.
    • Storm Cell:
      • Now has 100% proc rate for Category Five lightning if summoned while active.
      • Split between Lightning Split/Focused/Spread is now evenly 33.33% each, instead of 50%/25%/25%
      • Lightning (Split) damage scale now 0.7, up from 0.6
      • Lightning (Focused) damage scale now 1.0, down from 1.2
      • Lightning (Spread) damage scale now 0.4, up from 0.3
      • Lightning Lockout is now 1s for all, down from 4/3/2s (Focused/Split/Spread)
      • Knockdown and End Drain stats for all lightning normalized to 50% and 5%, respectively, regardless of which version hits.
    • Proc Chances:
      • Gust now has 35% chance, up from 20%
      • Hailstones/Jetstream now has 50% chance, up from 40%
      • Chain Lightning/Direct Strike/Cloudburst now has 70% chance, up from 60%
      • Direct Strike (slow) now has 90% chance, up from 80%.

     

    Cold Domination

    This powerset has been using incorrect values for non-Defender archetypes on two key powers, inadvertently boosting its performance beyond what was intended. Additionally, Frostwork, while a unique power, often loses effectiveness in cases where allies are already at their maximum HP cap, rendering the power wasted. Hitting the absorb cap is a significantly rarer event, making it a potentially more useful buff effect.

     

    • Sleet
      • Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%
      • Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%
      • Turned into a real pseudopet, inheriting AT modifiers
    • Frostwork
      • +Max HP replaced with +Absorb
    • Heat Loss
      • Controller/Mastermind: +Recovery increased from  50% to 62.5%, -Res reduced from 24% to -22.5%,
      • Turned into a real pseudopet, inheriting AT modifiers

     

    Storm Summoning

    Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below.

    • Freezing Rain
      • Defender: -Res increased from -35% to -40%
      • Controller/Corruptor: -Defense lowered from -30% to -24%
      • Masterminds: -Defense lowered from -30% to -18%
      • Turned into a real pseudopet, inheriting AT modifiers

    Miscellaneous

    • Thermal Radiation/Melt Armor:
      • Recharge reduced from 150s to 100s
      • Radius increased from 15' to 20'
    • Mind Control/Telekinesis:
      • No longer holds
      • Now Immobilizes
      • Target cap increased to 16
      • Radius increased to 20'
      • Recharge increased from 60s to 120s
      • Will now keep the targets between 40 and 60 feet from the player
      • Will group enemies close to the main target (i.e. "reverse repel" or "pull towards").
      • Toggle now lasts a max of 30s before auto-shutdown
    • Sonic Resonance/Liquefy:
      • Cooldown reduced from 300s to 150s
      • Turned into a real pseudopet, inheriting AT modifiers
    • Nature Affinity/Lifegiving Spores:
      • Turned into a real pseudopet, inheriting AT modifiers
    • Flight > Evasive Maneuvers:
      • This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second.
    • Thunder Strike consistency pass (All versions):
      • Recharge increased from 18s to 20s
      • Radius increased from 7' to 10'
      • Endurance cost increased from 10.192 to 18.512
      • Cast time reduced from 3.3s to 2.53s
      • Main target damage increased from scale 2.38 to scale 2.98
      • Secondary target damage set to scale 0.42
      • Epic versions of this power has 40s cooldown and 23.14 endurance cost

    PvP Changes

    • Main Target Only (MTO) bonus damage: Cones and Targeted AoE attacks for all VEAT powers and Melee powerset powers now do additional damage to the main target. This bonus damage combined with the original AoE damage is equivalent to single target damage per the design formula.
    • Kinetic Melee and Spines: These powersets had many of its powers' damage scales corrected per the design formula.
    • Burn: Now does PvP damage with its upfront burst (Blasters already did this).
    • PvP Recipes: Now uses recipe display names instead of enhancement display names.
    • Miscellaneous:
      • Night Widow's Elude now has an elusivity effect in PvP.
    • Bug Fixes:
      • Cross Punch: Had its MTO bonus damage corrected to no longer include synergy.
      • Various Melee attacks had their PvP damage corrected per design formula.

    Power Bug Fixes

    •  General sweep over endurance costs per formula, defense type checks, and power descriptor texts:
      Hide contents

    Endurance Costs

    • Increased Earth Manipulation - Salt Crystals from 13 to 15.6.
    • Increased Martial Combat - Eagles Claw from 11.856 to 16.848.
    • Decreased Mental Manipulation - Subdual from 8.528 to 7.8.
    • Increased Mental Manipulation - Psychic Shockwave from 10.192 to 18.512.
    • Increased Entangle, Electron Shackles, Time Wall from 5.2 to 7.8 (Plant, Atomic, Temporal Manipulation).
    • Decreased Martial Assault - Explosive Shuriken from 15.184 to 11.856.
    • Decreased Seismic Blast - Gravestone from 14.352 to 11.856.
    • Adjusted Broad Sword - Whirling Sword from 13 and scale 1.0 dmg to 13.52 and scale 1.18 dmg to match Tanker version (Scrapper, Brute).
    • Decreased Dark Melee - Siphon Life from 11.96 to 10.192 (Tankers only).
    • Increased Dual Pistols - Pistols from 4.16 to 5.2 (All versions).
    • Decreased Ice Blast - Bitter Ice Blast from 13 to 11.856 (All versions).
    • Increased Ice Blast - Freeze Ray from 6.864 to 10.192 (All versions).
    • Increased Dual Blades - Vengeful Slice from 6.8224 to 8.528 (All versions).
    • Increased Staff Fighting - Innocuous Strikes from 8.528 to 10.192 (All versions).
    • Increased Electrical Affinity - Shock from 8 to 8.528 (All versions except Mastermind, set to 10.66).
    • Decreased Martial Arts - Storm Kick from 7.0044 to 6.864 (All versions).
    • Increased Spines - Impale from 5.2 to 8.528 (All versions).
    • Increased Symphony Control - Confounding Chant from 10.4 to 15.6 (All versions).

     

    Miscellaneous

    • Fixed Mind Probe being affected by range buffs/debuffs (Mental Manipulation, Psionic Assault, Sentinel Psionic Mastery).
    • Fixed various patron pool powers accepting/not accepting correct enhancements and/or IO sets.
    • Fixed power icon for Sentinel Mace Mastery - Pulverize.
    • Fixed Tactical Arrow - Electrified Net Arrow not checking energy defense.
    • Fixed Temporal Manipulation - Aging Touch checking energy instead of psionic defense.
    • Corrosive Enzymes, Envenom, Neurotoxic Breath, Paralytic Poison, Weaken now check toxic defense (Nature Affinity, Poison, All versions).
    • Fixed Martial Assault - Masterful Throw checking negative instead of lethal defense.
    • Fixed Energy Blast - Power Blast recharge; was 7s, should be 8s (Sentinels only).
    • Fixed Energy Blast - Power Burst recharge; was 10s, should be 11s (Sentinels only).
    • Fixed Radiation Blast - Cosmic Burst recharge; was 10s, should be 11s (Sentinels only).
    • Fixed Spines - Spine Burst recharge; was 15s, should be 16s (Stalkers only).


    Descriptions

    • Fixed Atomic Manipulation - Electron Shackles missing info it does -defense.
    • Fixed Atomic Manipulation - Proton Cell incorrectly describing it does -tohit instead of -defense.
    • Fixed Atomic Manipulation - Radioactive Cloud missing info it does immobilize.
    • Fixed Tactical Arrow - ESD Arrow missing info it does -endurance.
    • Fixed Tactical Arrow - Eagle Eye incorrectly describing it does +special.
    • Fixed Tactical Arrow - Glue Arrow missing info it does Toxic DoT, -fly and -jump.
    • Fixed Tactical Arrow - Ice Arrow missing info it does Cold DoT.
    • Fixed Temporal Manipulation powers using wrong names in descriptions, omitting secondary effects from short help.
    • Fixed Plant Manipulation - Wild Fortress not clarifying it's a toggle.
    • Fixed Plant Manipulation - Ripper incorrectly describing it does -speed.
    • Fixed Dark Armor - Obscure Sustenance missing info it does heal (Sentinel).
    • Fixed Dark Armor - Tenebrous Regeneration incorrectly describing it does immobilization resistance (Sentinel).
    • Fixed Fire Blast - Blazing Blast missing info it does knockback/repel (Sentinel).
    • Fixed Symphony Control - Enfeebling Lullaby missing info it does -damage.
    • Clarified Energy Aura - Repelling Force defense is against typed damage instead of all (Sentinel).
    • Fixed Invulnerability - Durability incorrectly describing it does +maxhp instead of +absorb (Sentinel).
    • Fixed Assault Rifle - Disorienting Shot incorrectly describing it does minor damage and has a long cooldown (Sentinel).

     

    Blasters

    Atomic Manipulation:

    • No longer accepts to-hit debuff/accurate to-hit debuff enhancements and sets.

    Ice Manipulation:

    • Restored cold continuing fx to Frozen Fists and Ice Sword.

    Mental Manipulation:

    • Fixed pstrings displaying for Scare custom fx.

    Martial Combat/Reaction Time:

    • This power's self buffs are no longer resistible.

    Brutes

    Street Justice/Shin Breaker:

    • Added speed and defense debuff effects.

    Dark Armor/Dark Embrace:

    • Fixed NoFade FX using default FX.

    Invulnerability/Temp Invulnerability:

    • Lethal resistance not suppressing when mezzed was fixed.

    Corruptors

    Dual Pistols/Suppressive Fire

    • Now redirects to correct power

    Dominators

    Icy Assault

    • Restored cold continuing fx to Ice Bolt, Ice Sword, Ice Sword Circle, Ice Blast, Frost Breath, and Bitter Ice Blast.

    Epic Pools

    Stalkers

    • Epic power info should no longer display Fiery Embrace attributes

    Scrappers

    • Added missing Fiery Embrace damage to all scrapper epic pools

    Various

    • Fixed several epic pool powers not disabling during no-pool and no-epic challenge modes

    Incarnates

    Judgment powers

    • Fixed a bug where these powers were inheriting procs that were specifically flagged not to work on Judgment powers.

    Lore

    • Fixed Robotics Drone lore pet displaying in Polar Lights lore pet group.

    Masterminds

    Demon Summoning

    • Restored cold continuing fx to Cold Demonling's Ice Bolt, Ice Blast, and Frost Breath, and to Demon Prince's Ice Blast.

    Peacebringers:

    Luminous Blast:

    • Fixed Radiant Strike and Incandescent Strike being affected by range buffs/debuffs.
    • Fixed Bright Nova's tail from displaying in Light Form.
    • Fixed Bright Nova's tail displaying briefly after transforming back.

    Sentinels:

    Dark Blast/Umbral Torrent:

    • Increased Dark Blast - Umbral Torrent from scale 0.96 to scale 1.28 dmg.

    Fiery Aura/Molten Embrace:

    • Fixed Molten Embrace using wrong fx causing it to appear white.

    Fire Blast/Blazing Blast:

    • Increased Fire Blast - Blazing Blast from scale 0.912 dmg to scale 1.0 dmg; also increased DoT from 0.0977 per tick to 0.0985 per tick (Sentinels only).

    Ice Armor/Frost Protection:

    • Fixed ability to be slotted with recharge enhancements; it is an auto power.

    Ice Blast/Chilling Ray:

    • Removed smashing self damage defiance buff.

    Bio Armor/Genomic Evolution:

    • Fixed max endurance buff.

    Energy Aura/Power Armor

    • Fixed Energy Aura - Power Armor having gap in auto effect where MaxHP and resistance is lost.

    Stalkers:

    Ninjitsu/Kuji-In Sha:

    • No longer ignores global recharge buffs.

    Warshades:

    Umbral Blast:

    • Fixed Dark Nova's tail displaying briefly after transforming back.

    Various Archetypes:

    Savage Leap, Touch of Fear, and Fault

    • These powers use execute power effects in their implementation, which were negatively affected by its "housing" power notifying enemies (e.g. Hidden status would break before the executed attack would fire - causing failure for hidden critical hits). The "housing" power no longer notifies enemies, fixing this bug.

    Twilight Grasp (Critters and Pets)

    • No longer uses -regen debuff effects intended for PvP. These effects will now always do -50% regeneration.

    Beam Rifle

    • Fixed Single Shot using wrong animation while flying.

    Dual Pistols

    • Fixed Piercing Rounds' power description to reflect the resistance debuff is no longer removed when swapping ammo types (not a mechanical change, the resistance debuff mutual exclusivity was removed last page).

    Elixir of Life

    • No longer flagged to ignore outside buffs. Instead, it will ignore all outside damage buffs. This fixes a bug where outside recharge buffs did not affect this power's cooldown.

    Fiery Aura

    • Added highlight icon to Phoenix Rising. Shows extreme AoE damage when alive and self-rez when dead.

    Ice Blast

    • Restored cold continuing fx to Ice Bolt, Ice Blast, Frost Breath, and Bitter Ice Blast.

    Ice Melee

    • Restored cold continuing fx to Frozen Fists and Ice Sword.

    Pain Domination

    • Fixed the FX of Enforce Morale attaching to the wrong hand.

    Shield Defense

    • Fixed Taunt when paired with Shield using beatchest sfx instead of normal taunt sfx.

    Spines

    • Fixed Ripper animation time not matching minimum sequencer frames (the power was never actually animating at 2.17s) (Spines, Plant Manipulation, Thorny Assault).

    Scourging Blast (Enhancement Proc)

    • Now ignores combat levels.

    Storm Blast

    • Direct Strike now accepts interrupt time enhancements

    Temporary Powers

    • Toy Bat can no longer be used in Pocket D.
    • Charges for the Toy Bat power can be purchased from P2W vendors for 100,000 influence.
    • Toy Bat now uses the correct power icon: Temporary_SillyBat.png.459825db74abbd94226d6972704bed4f.png
    • Toy Bat now makes a silly sound when hitting a target.

    Traps

    • Fixed Web Grenade not accepting slow IO set enhancements for Defenders, Controllers, and Corruptors.

    Vanity Pets

    • Vanguard MVAS standardized to be unselectable and without collision like all other vanity pets.

    "Cancel On Damage" Flag

    • Effects flagged to cancel when damaged will now properly cancel. This affects both player and critter powers, most notably:
      • Placate power's Hidden status and stealth effects
      • Perception debuff effects used by critters in PvE and by players in PvP (e.g. Smoke Grenade, Flash Arrow, etc).
    • Related to this, various critter powers were missing Cancel on Damage flags.
      • Fixed Crey Eliminator Tear Gas Grenade, Immunes Engineer Tear Gas Grenade, and Doppelganger Ninja Training Blinding Powder missing their Cancel On Damage flag.
  10. Arachnos Soldier / Arachnos Widow Updates & Power Customization

    • Arachnos Soldiers and Arachnos Widows are now able to customize the colors of their powers in the Power Customization menu.

     

    New Widow Powers:

    • WidowTeamwork_PainTolerance.png.369ae13819d55e6dafa078c91ed40726.png  Pain Tolerance  Auto: Self Res(All DMG but Psi), +MaxHealth
      • Available to Night Widows at Level 1 (after respec).

      • Night Widows who possess Pain Tolerance are resistant to most damage types, and gain additional hit points. This power is always on and costs no Endurance.

    • FortunataTeamwork_FateSealed.png.fca6e3e83c1c332dc1a8416274b7c43c.png  Fate Sealed  Auto: Self +Mezz, +Res(Mezz)
      • Available to Fortunatas at Level 1 (after respec).

      • Fortunatas who possess Fate Sealed gain resistance to all control effects and empowers their own control attacks. This power is always on and costs no Endurance.

     

    "Hidden" Changes:

    • Mask Presence and Cloaking Device can now stack with other stealth toggles (similar to Hide for Stalkers).
      • Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas)
    • Critical Damage from Hidden for Bane attacks now do 100% scale damage (previously 67%).
    • Critical Damage from Hidden for Night Widow branch attacks now do 100% scale damage (previously 67%). This affects Slash and Eviscerate, only
    • Placate's cooldown reduced to 35s

     

    Alternate Animations Feature:

    • Several powers from the base Arachnos Soldier kit now have alternate animations available in the power customization menu, to visually utilize the Bane Nullifier Mace, or Crab Spider backpack, IF the player has spec'd into the appropriate tree. For example, if a Bane spider chooses the Bane animation for Wide Area Web Grenade, it will use their mace weapon for the attack. However, if a Bane spider chooses the Crab animation for Wide Area Web Grenade, it will instead default to using the rifle animation. This feature has been extended to the following powers:
      • Burst - Now has Crab Longfang alt animation.
      • Wide Area Web Grenade - Now has Bane Grenade and Crab Grenade alt animations.
      • Heavy Burst - Now has Crab Longfang alt animation.
      • Venom Grenade - Now has Bane Grenade and Crab Grenade alt animations (still mutually exclusive to Crab Spider's Venom Grenade).
      • Frag Grenade - Now has Crab Grenade alt animation (still mutually exclusive to Crab Spider's Frag Grenade).

     

    Animation Changes:

    • All Mace attack's cast times reduced to 1.67s.
    • Pummel's cast time reduced to 1.17s.
    • Channelgun's cast time reduced to 1s
    • Longfang's cast time reduced to 1.33s
    • Psychic Scream's cast time reduced to 2s.
    • Scramble Thought's cast time reduced to 2s.
    • Mind Link's cast time reduced to 2.97s.
    • Frenzy's cast time reduced to 2.23s.
    • Heavy Burst's cast time reduced to 2.5s.
    • PvP Damage adjusted to reflect these cast time changes.

     

    Other VEAT Changes:

    • Mace Beam's cooldown increased to 6s and damage increased to 1.32 scale.
    • Mace Beam Blast's cooldown increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback.
    • Mace Beam Volley's cooldown increased to 10s and damage increased to 0.824 scale.
    • Summon Spiderlings and Call Reinforcements now set to Replace stack type, instead of Ignore (summoning while pets are still alive will now destroy the current pets and replace with new ones).
    • Channelgun's cooldown increased to 5s and damage increased to 1.16 scale.
    • Slice's cooldown increased to 6s and damage increased to 1.32 scale.
    • Longfang's cooldown increased to 10s and damage increased to 1.96 scale
    • Suppression's defense debuff increased to 10s duration.
    • Arm Lash's defense debuff increased to 10s duration.
    • Frenzy's defense debuff increased to 10s duration. Radius increased to 10' and damage reduced to 1.424 scale, per design formula.
    • Omega Maneuver
      • Cooldown reduced to 240s.
      • Explosion and Taunt subpowers now both have 20' radius and can hit 16 max targets.
      • Stun duration from explosion increased by 25%.
      • Taunt effect now properly enhances (Bug Fix).
      • Taunt effect now works in PvP.
    • Confront now applies a -75% Range debuff on target for 12s.
    • Mental Blast's cooldown increased to 6s, damage and endurance cost increased accordingly
    • Scramble Thought's damage is now a growing DoT. It will do 5 ticks for a total of 1.75 scale damage, with the tick's damage sequence set to 0.25, 0.30, 0.35, 0.40, 0.45. Also, this power now does PvP damage.
    • Total Domination's hold duration increased by 50%.
    • Psychic Wail now has a 1.4x accuracy modifier.
    • Night Widow's Psychic Scream
      • Cooldown increased to 20s.
      • Debuff duration doubled to 20s.
      • Max targets increased to 12.
      • Arc widened to 45 degrees, range reduced to 50' and damage increased to 1.4931 scale.
    • Fixed PvP effects in Soldier armors that had their duration set too low (Bug Fix).
  11. Epic / Ancillary Power Pools

    This feature addresses inconsistencies with Epic Pool powers with regards to rules around their stats and penalties, as well as general bug-fixes. These powers have been swept through in order to consistently follow these rules so that all epic powers are at a shared baseline for their power type. This should mitigate many imbalances between epic pools where arbitrarily one had better or worse versions of a type of power than another due to recharge, damage, or area coverage. This should create more diverse and viable build options available to players instead of them feeling funneled towards the “best” ones even if it is against their chosen theme. This in turn allows us to introduce many new epic pools in this page and in the future that follow these standards across all Archetypes.

     

    New Epic/Ancillary Power Pools

    New Dark Mastery Epic pool for Blasters:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
    • Possess (Ranged, Target Confuse)
    • Black Hole (Ranged (Targeted AoE), Foe Intangible)
    • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

    New Dark Mastery Epic pool for Controllers:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Dark Blast (Ranged, DMG(Negative), Foe -ACC)
    • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
    • Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit)
    • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

    New Dark Mastery Epic pool for Dominators:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)
    • Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit)
    • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
    • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

    New Dark Mastery Epic pool for Masterminds:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Shadow Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
    • Dark Pit (Ranged (Targeted AoE), Foe Disorient)
    • Possess (Ranged, Target Confuse)
    • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

    New Dark Mastery Epic pool for Tankers and Brutes:

    • Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit)
    • Petrifying Gaze (Ranged, DMG(Negative), Foe Hold)
    • Dark Blast (Ranged, DMG(Negative), Foe -ACC)
    • Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit)
    • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)

    New Ice Mastery Epic pool for Defenders and Corruptors:

    • Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire))
    • Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep)
    • Hoarfrost (Self Heal, +Max HP, Res(Toxic))
    • Build Up (Self +Damage, +To-Hit)
    • Hibernate (Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold)

    New Ice Mastery Epic pool for Scrappers and Stalkers:

    • Ice Bolt (Ranged, DMG(Cold), Foe -Recharge, -SPD)
    • Frozen Spear (Sniper, DMG(Cold), Foe Sleep, -Recharge, -SPD)
    • Shiver (Ranged (Cone), Foe -SPD, -Recharge)
    • Frigid Wind (Close (Cone), DoT(Cold), Foe -Recharge, -SPD)
    • Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold))

    New Psionic Mastery Epic pool for Brutes and Tankers:

    • Mesmerize (Ranged, DMG(Psionic), Foe Sleep)
    • Dominate (Ranged, DMG(Psionic), Foe Hold)
    • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
    • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
    • Psionic Tornado (Ranged (Targeted AoE), DoT(Psionic), Foe Knockback)

    New Psionic Mastery Epic pool for Scrappers and Stalkers:

    • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
    • Psionic Lance (Sniper, DMG(Psionic), Target -Recharge)
    • Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge)
    • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
    • Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic))

     

    Set Names

    Global Epic Pool Thesaurus Nerf:

    • Flame Mastery Renamed to Fire Mastery.
    • Heat Mastery Renamed to Fire Mastery.
    • Pyre Mastery Renamed to Fire Mastery.
    • Blaze Mastery Renamed to Fire Mastery.
    • Darkness Mastery renamed to Dark Mastery.
    • Stone Mastery renamed to Earth Mastery.
    • Electrical Mastery renamed to Electricity Mastery.
    • Charge Mastery renamed to Electricity Mastery.
    • Primal Forces Mastery renamed to Energy Mastery.
    • Power Mastery renamed to Energy Mastery.
    • Body Mastery renamed to Energy Mastery.
    • Cold Mastery renamed to Ice Mastery.
    • Chill Mastery renamed to Ice Mastery.
    • Arctic Mastery renamed to Ice Mastery.
    • Psychic Mastery renamed to Psionic Mastery.
    • Ninja Tool Mastery renamed to Weapon Mastery.


    Leviathan Mastery

    New Mechanic for Leviathan Mastery > Spirit Shark:

    • When you own Spirit Shark, most actions that cost endurance will have a chance of granting a Leviathan Hunger stack.
    • The damage over time increases the more hunger stacks you have. All hunger Leviathan Hunger stacks are consumed when you successfully hit an enemy with this power.
    • Total damage ranges from scale 1.56 with no Hunger stacks to scale 3.4 with 5 Hunger stacks

     

    Epic Hold Attacks

    Instead of Epic Hold attacks having their standard 4.0x cooldown penalty for hard mez, these attacks will now have a 3.0x cooldown penalty. Previously, this penalty was overlooked for a few hold attacks, but now all should be following the same set of design rules.

     

    Epic Immobilization Attacks

    Instead of Epic Immobilization attacks having their standard 2.5x cooldown penalty for soft mez, all these attacks will now have the same 2.0x cooldown penalty as regular attacks. To compensate, damage and endurance costs are lowered. Typically, this change will look like:

    • Single Target Attacks
      • Recharge lowered form 10s to 8s
      • DoT ticks lowered from 0.20 scale to 0.1724 scale
      • End cost lowered from 9.75 to 8.405
    • AoE Attacks
      • Recharge lowered from 20s to 16s
      • DoT ticks lowered from 0.10 scale to 0.0837 scale
      • End cost lowered from 12.74 to 10.751

    Dark Mastery > Spirit Drain (replaces Soul Drain)

    This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors). Soul Drain had ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility.

     

    Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty

     

    Summary of details:

    • 120s cooldown, 2.37s cast time
    • 60 foot range
    • 4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets
    • 1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets
    • 0.40 scale damage (Negative Energy)

     

    Epic / Ancillary Power Pool Adjustments

      Hide contents
    • Epic > Psionic Mastery > Telekinesis: This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s.
    • Epic > Munitions Mastery > Body Armor (Blaster): This power now grants resistance to all damage types expect psionic.
    • Epic > Munitions Mastery > LRM Rocket (Blaster): Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage.
    • Epic > Electricity Mastery > Lightning Field (Sentinel): Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact.
    • Epic > Dark Mastery > Dark Blast (Scrapper/Stalker) - Recharge increased from 6s to 8s
    • Epic > Dark Mastery > Netherworld Grasp (Sentinel) - Recharge reduced from 32s to 24s
    • Epic > Dark Mastery > Netherworld Tentacles (Sentinel) - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74
    • Epic > Dark Mastery > Oppressive Gloom (Defender/Corruptor) - Recharge increased from 8s to 16s
    • Epic > Dark Mastery > Petrifying Gaze (Mastermind) - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
    • Epic > Dark Mastery > Petrifying Gaze (Scraper/Stalker) - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
    • Epic > Dark Mastery > Soul Drain (Defender/Corruptor) - Renamed Spirit Drain. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration.
    • Epic > Dark Mastery > Tenebrous Tentacles (Scrapper/Stalker): Fixed critical hit damage scales.
    • Epic > Dark Mastery > Torrent (Scrapper/Stalker) - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s.
    • Epic > Earth Mastery > Earth's Embrace (Controller/Mastermind): Renamed Embrace of the Earth.
    • Epic > Earth Mastery > Fossilize (Brute/Tanker) - Range reduced from 80ft to 60ft
    • Epic > Earth Mastery > Fossilize (Tanker/Brute) - Recharge reduced from 32s to 24s
    • Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66
    • Epic > Earth Mastery > Quicksand (Brute/Tanker) : Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10.
    • Epic > Earth Mastery > Salt Crystals: Sleep scale reduced from 20 to 10, no longer can overpower.
    • Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost lowered from 19.5 to 18.98, range increased from 70ft to 80ft
    • Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 8s to 16s, Endurance cost lowered from 19.5 to 10.751
    • Epic > Electricity Mastery > Charged Armor (Blaster/Corruptor/Defender) - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances
    • Epic > Electricity Mastery > ESD (Mastermind) - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s
    • Epic > Electricity Mastery > Electric Fence (Corruptor/Defender) - Recharge increased from 4s to 8s
    • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Endurance cost increased from 8.58 to 10.66
    • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Recharge reduced from 32s to 24s
    • Epic > Electricity Mastery > Shocking Bolt  (Corruptor/Defender) - Recharge increased from 16s to 24s
    • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Range reduced from 80s to 60s
    • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s
    • Epic > Electricity Mastery > Static Discharge (Blaster/Mastermind) - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958
    • Epic > Energy Mastery > Energy Transfer (Dominator) - This power no longer accepts Taunt enhancements
    • Epic > Energy Mastery > Explosive Blast (Dominator): Recharge increased from 16s to 32s.
    • Epic > Energy Mastery > Focused Accuracy (Brute/Scrapper/Stalker/Tanker) - End Cost reduced from 0.39 to 0.195
    • Epic > Energy Mastery > Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind) Recharge increased from 2s to 8s
    • Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements
    • Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft
    • Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel)  - Recharge reduced from 32s to 24s
    • Epic > Fire Mastery > Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker) - Range increased from 50ft to 60ft
    • Epic > Fire Mastery > Fire Blast (Brute/Scrapper/Stalker/Tanker) - Recharge increased from 6s to 8s
    • Epic > Fire Mastery > Fire Cages (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
    • Epic > Fire Mastery > Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator) - Recharge increased from 4s to 8s
    • Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2.
    • Epic > Force Mastery > Repulsion Bomb (Blaster) - Power has been changed into Force Bomb (now has -res component)
    • Epic > Force Mastery > Repulsion Field (Blaster) - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10
    • Epic > Force Mastery > Temp Invulnerability (Blaster) - Recharge increased from 2s to 8s
    • Epic > Ice Mastery > Block of Ice (Brute/Tanker/Sentinel) - Recharge reduced from 32s to 24s
    • Epic > Ice Mastery > Frostbite (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
    • Epic > Ice Mastery > Frozen Armor (Blaster/Controller/Dominator/Mastermind) - Recharge increased from 2s to 8s
    • Epic > Ice Mastery > Sleet (Dominator) - Power was summoning the defender version of Sleet. This has been corrected.
    • Epic > Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker) - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll
    • Epic > Laser Beam Eyes (Brute/Tanker) - Recharge increased from 6s to 8s
    • Epic > Laser Beam Eyes (Scrapper/Stalker) - Endurance Cost reduced from 8.07575 to 6.5
    • Epic > Mace Mastery > Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker) - End Cost reduced from 0.39 to 0.195
    • Epic > Psionic Mastery > Dominate (Corruptor/Defender/Sentinel) - Recharge increased from 16s to 24s
    • Epic > Psionic Mastery > Mind Over Body (Controller/Corruptor/Defender/Dominator) - Recharge increased from 2s to 8s
    • Epic > Psionic Mastery > Psionic Tornado (Controller/Dominator) - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s
    • Epic > Weapon Mastery > Exploding Shuriken (Scrapper/Stalker) Cast Time reduced from 1.07s to 1.0s
    • Epic > Weapon Mastery > Paralizing Dart (Sentinel) - Recharge reduced from 32s to 24s
    • Epic > Weapon Mastery > Targeting Drone (Scrapper/Stalker) - End Cost reduced from 0.39 to 0.195
    • Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets
    • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
    • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker/Sentinel/VEAT) - Cast Time lowered from 2.67s to 1.5s
    • Patron > Leviathan Mastery > Arctic Breath (Sentinel) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
    • Patron > Leviathan Mastery > Arctic Breath (VEAT) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
    • Patron > Leviathan Mastery > Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT) - Cast time lowered from 2.6 to 1.6s
    • Patron > Leviathan Mastery > School of Sharks (Blaster/Mastermind) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > School of Sharks (Brute/Tanker) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > School of Sharks (Corruptor/Defender) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > School of Sharks (VEAT) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > Shark Skin (Blaster/Mastermind) - Recharge increased from 4s to 8s
    • Patron > Leviathan Mastery > Shark Skin (Controller/Dominator) - Recharge increased from 4s to 8s
    • Patron > Leviathan Mastery > Shark Skin (Corruptor/Defender) - Recharge increased from 4s to 8s
    • Patron > Leviathan Mastery > Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT) - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Mastermind) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Controller/Dominator) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Scrapper/Stalker) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Sentinel) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > Summon Coralax (Corruptor/Defender) - Now accepts Immob sets
    • Patron > Leviathan Mastery > Summon Coralax (Sentinel) - Now accepts Universal Damage and Disorient sets
    • Patron > Leviathan Mastery > Summon Guardian (Brute/Tanker) -  Now accepts Immob sets
    • Patron > Leviathan Mastery > Summon Guardian (Scrapper/Stalker) - Now accepts Hold sets
    • Patron > Leviathan Mastery > Summon Guardian (VEAT) - Now accepts Immob
    • Patron > Leviathan Mastery > Water Spout (Controller/Dominator) - Now accepts Pet and recharge intensive sets, no longer accepts Ranged AoE Sets
    • Patron > Leviathan Mastery > Water Spout (Scrapper/Stalker) - Now accepts Pet sets, no longer accepts Ranged AoE Sets
    • Patron > Levitehan Mastery  > Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker) - Recharge reduced from 32s to 24s
    • Patron > Mace Mastery > Mace Blast (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s.
    • Patron > Mace Mastery > Mace Blast (Scrapper/Stalker) - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32
    • Patron > Mace Mastery > Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind) - Recharge increased from 4s to 8s
    • Patron > Mace Mastery > Summon Tarantula (Sentinel) - This power now accepts Universal Damage sets
    • Patron > Mace Mastery > Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s
    • Patron > Mace Mastery > Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT) - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets.
    • Patron > Mu Mastery > Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind) - Recharge increased from 4s to 8s
    • Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 480s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets
    • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker) - Endurance cost increased from 8.58 to 10.66
    • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s
    • Patron > Mu Mastery > Mu Bolts (Scrapper/Stalker) - Recharge increased from 6s to 8s
    • Patron > Mu Mastery > Mu Lightning (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
    • Patron > Mu Mastery > Power Sink (Controller/Corruptor/Defender/Dominator) - No longer accepts Taunt enhancements
    • Patron > Mu Mastery > Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper) - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements.
    • Patron > Mu Mastery > Summon Guardian (Dominator) - Power now accepts Hold sets, no longer accepts healing enhancements.
    • Patron > Mu Mastery > Summon Striker (Brute/Tanker/VEAT) - Power now accepts Hold sets, no longer accepts healing enhancements.
    • Patron > Mu Mastery > Thunder Strike (Mastermind) - No longer accepts Taunt enhancements
    • Patron > Soul Mastery > Dark Blast (Stalker) - Recharge increased from 6s to 8s
    • Patron > Soul Mastery > Dark Consumption (Dominator) - Power should no longer accept Taunt enhancements
    • Patron > Soul Mastery > Dark Embrace (Blaster/Mastermind) - Recharge increased to 8s
    • Patron > Soul Mastery > Dark Embrace (Defender/Corruptor) - Recharge increased to 8s
    • Patron > Soul Mastery > Dark Embrace (Dominator) - Recharge increased to 8s
    • Patron > Soul Mastery > Darkest Night (Brute/Tank) - Recharge increased from 10s to 20s
    • Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
    • Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
    • Patron > Soul Mastery > Gloom (Brute/Tank) - Recharge increased from 12s to 16s
    • Patron > Soul Mastery > Gloom (VEAT) - Recharge increased from 12s to 16s
    • Patron > Soul Mastery > Midnight Grasp (Sentinel) - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s
    • Patron > Soul Mastery > Oppressive Gloom (Blaster/Mastermind) - Recharge increased from 8s to 16s
    • Patron > Soul Mastery > Soul Drain (Defender/Corruptor) - Moved to T4, target cap increased from 7 to 10
    • Patron > Soul Mastery > Soul Drain (Dominator) - Radius decreased from 15ft to 10ft
    • Patron > Soul Mastery > Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP.
    • Patron > Soul Mastery > Soul Storm (Blaster/Mastermind) - Range reduced from 80 to 60ft
    • Patron > Soul Mastery > Soul Storm (Defender/Corruptor) - Moved to T1, range reduced from 80 to 60ft
    • Patron > Soul Mastery > Soul Storm (Sentinel) - Range reduced from 80 to 60ft
    • Patron > Soul Mastery > Soul Storm (Stalker) - Range reduced from 80 to 60ft
    • Patron > Soul Mastery > Summon Mistress (Defender/Corruptor) - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets
    • Patron > Soul Mastery > Summon Seer (Dominator) - Should now accept Immobilize sets
  12. New Powerset - Arsenal Assault

    ArsenalAssault.PNG.a7e038c2f97cb543f8ae9d863421d519.PNG

     

    New secondary for Dominators

    • You use your cutting edge assault rifle to not only devastate foes from range, but also wield it and other advanced munitions at short range to incapacitate anyone who gets too close.

     

    Powers:

    • AssaultWeapons_Burst.png.2cffbf6935f8b2b030cae3f0638d84e7.png  Burst Ranged, DMG(Lethal), Foe -DEF
      • Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.

    • AssaultWeapons_RifleButt.png.7ef7ddf8291ad4c66a227f83f884697b.png  Buttstroke Melee, DMG(Smash), Foe Disorient
      • A smash with the butt of your rifle with a high chance of disorienting. 
    • AssaultWeapons_Buckshot.png.927ee373a03e844a88bb91221e5bf9e6.png  Buckshot  Ranged (Cone), DMG(Lethal), Foe Knockback
      • Good at close range. Fires a cone of Buckshot pellets and can knock some foes down.
    • AssaultWeapons_HeavyBlow.png.8426d41722db47a0f5f38a4d0a21fc0e.png  Heavy Blow  Melee, Moderate DMG(Smash), Foe Knockback
      • You strike your foe with a powerful punch dealing Smashing damage and knocking the target back.

    • AssaultWeapons_PowerUp.png.7944b1e185967b1ea6c1c2d08a8c6f7e.png  Power Up  Self +Special, +DMG(All)
      • Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted.

    • AssaultWeapons_TripMine.png.c2b8bc822f36ebd3d05b3006d3315e91.png  Trip Mine Place Mine: PBAoE, Superior DMG(Lethal/Fire), Foe Knockback
      • You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying.
    • AssaultWeapons_TargetingDrone.png.02ac1521da0cd207875a1121c59be451.png  Targeting Drone  Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit)
      • When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit.
    • AssaultWeapons_SniperRifle.png.65def73608ce90771e76fa12956c2f17.png  Sniper Rifle  Sniper, DMG(Lethal), Foe Knockback
      • Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage.
    • AssaultWeapons_Ignite.png.2dfde69531f7dd1236bc4b1a1084d61b.png  Ignite  Range, DoT(Fire)
      • Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.
    • Thumbs Up 1
  13. New Powerset - Arsenal Control

    ArsenalControl.PNG.3ddc24b65b4d6e96b4a4db3b5ed316bd.PNG

     

    New primary for Controllers and Dominators

    • Armed with a state-of-the-art multipurpose assault rifle, you are able to deliver a wide variety of payloads to control your enemies and render them incapable of responding.

     

    Powers:

    • ArsenalControl_Tranquilizer.png.b4cdaa2db18f862289927593226a5181.png  Tranquilizer Ranged, DMG(Toxic), Foe Sleep
      • The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remain asleep for some time, but will awaken if attacked. 

      • The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply.

    • ArsenalControl_CryoSpray.png.22f241dbbf496429ae07a02ae1084758.png  Sleep Grenade Ranged (Targeted AoE), Minor DMG(Smash), Foe Sleep
      • The Sleep Grenade can be launched at long range from beneath the barrel of your Assault Rifle. It releases a cloud of gas that will make enemies drowsy, slow, and fall asleep. 
    • ArsenalControl_Beanbag.png.ee3b3d9ec2616b0191161328975d7b39.png  Cryo Freeze Ray  Ranged, Minor DMG(Cold), Foe Hold
      • The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage.
    • ArsenalControl_LiquidNitrogen.png.30b338c32afcc7f3a48d604f38f80953.png  Liquid Nitrogen  Ranged, Target DoT(Smashing), -Fly
      • The Liquid Nitrogen dispenser can spray a target location with liquid nitrogen creating a large patch of ice. Those caught in the patch of ice are dramatically slowed, take cold damage over time, tend to fall down and will be unable to jump.

    • ArsenalControl_CloakingDevice.png.4a68e78c595563f1d1e708fc017fc9c4.png  Cloaking Device  Toggle: Self Stealth, +DEF(All)
      • This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks.

    • image.png  Smoke Canister Ranged (Location AoE), Foe -Perception, -To Hit, Confuse
      • The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will become confused and might attack their allies.
    • ArsenalControl_FlashBang.png.1fae378945e3afa620bbbf6256a30cf1.png  Flash Bang  Disorient, -To Hit
      • The Flash Bang Grenade is ideal to disorient a group of enemies. Even enemies that are not disoriented will have their chance to hit reduced.
    • ArsenalControl_TearGas.png.39163b18fd9170523f38fd4956a73ae0.png  Tear Gas  Ranged (Targeted AoE), Foe Hold, -DMG
      • The Tear Gas canister is the ultimate crowd control tool, it will make enemies choke and unable to take any action as well as debuffing their damage output.
    • ArsenalControl_GunTurret.png.c83b0852e1a05790f77d5d725c0323ec.png  Gun Drone  Build Gun Drone: Ranged, DMG(Lethal)
      • The Gun Drone is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, the Drone will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the drone, as well as those near it, will prioritize attacking it over it's owner. The Drone is armored and can take significant amounts of damage.

     

  14. Advanced Mode - Lady Grey's Task Force

    • Advanced Difficulty Mode label shortened to Advanced Mode.
    • Advanced Mode added to the Lady Grey's Task Force, accessible via the Challenge Mode options found before starting the Task Force.
      • This mode significantly changes the content, adding new enemies, boss encounters, areas, and badges!

    AdvancedModeLGTF.PNG.01a84f3c3e17957e0958896f22787d54.PNG

     This new Advanced Mode is out of this world! 

    • Completing Lady Grey's Task Force on Advanced Mode will reward players with an added choice of 40 Reward Merits or a random Hamidon Origin enhancement from a pool including expanded combos that match the D-Sync Origin's enhancement selection.
    • Enhancements are weighted so chances are higher (2:1) to receive one of the new combos:
      • Vesicle Exposure (End Mod/Rech)
      • Stereocilia Exposure (Slow/Rech/End)
      • Microtubule Exposure (End Mod/Acc)
      • Karyoplasm Exposure (Dam/End)
      • Microvillus Exposure (Acc/Range)
      • Chromatin Exposure (Dam/Rech)
      • Ectosome Exposure (Threat/Acc/Rech)
      • Amyloplast Exposure (Rech/Heal/Absorb)
      • Chloroplast Exposure (Acc/Heal/Absorb)
  15. Rikti War Zone Revamp

    Vanguard Base Expansion

    • The Vanguard base in the zone has been expanded and revamped with several additional new sections added and the base now directly connects to the surface from several points.
    • The Architect Entertainment functionalities within the zone have been moved inside one of the Vanguard base's new areas.
    • The AE building has been replaced by a Vanguard vehicle depot with lifts that connect to the base underground.
    • The Rikti Pylons found throughout the zone now con as Level 54 rather than ignoring level mods.
    • Added training Rikti Pylon dummies found outside the Vanguard base that match the old pylons.
    • Also added four training dummies that con 51 through 54 found outside the Vanguard base on the surface.
      • The color of the lights near the dummies helps inform how they con.
    • Vanguard Quartermaster and Combat Nurse added near the training dummies on the surface.
    • Merit vendor NPC has been replaced by a merit vendor kiosk.
    • Benevolabs hologram vendor has been added near the merit kiosk's location.
    • Portal mission doors in the zone have been changed to use the new Portal Corp section of the Vanguard base.
    • This Portal Corp section also houses connection to the new travel network for Shadow Shard access from Rikti War Zone.
    • Vanguard shooting range targets are once again target-able and can be attacked by players for role playing purposes.
    • Info NPC by the base exit now using a Vanguard outfit.

     

    Shadow Shard Portal

    • Now accessible via a new travel network that links: Rikti War Zone, Peregrine Island, and Firebase Zulu.
    • This new travel network has a unique icon that can be found on the mini map as 'Shadow Shard Portal'.

    1614734155_ShadowShardPortal.png.d07bde97e5378f2f28e8caeaa24bec5b.png

     Look for the red icon! 

  16. Co-Op Striga Isle & New Story Arcs

    • Striga Isle is now a co-op zone that villains can enter using the Smuggler's Submarine line.

     

    'Buried Secrets' - Oberst Straxt

    Oberst Straxt of the 5th Column is seeking unscrupulous villains to infiltrate Striga Isle in order to collect old caches left behind by that organization when the Council took control of the island.

     

    • CONTACT: Oberst Straxt
    • LOCATION: Striga Isle /thumbtack -293.2 -25.5 -1028.0
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
    • OUROBOROS / ARC: Insider - 27.90
    • Will offer repeatable tasks in addition to their story arc.

     

    'Just Prototypical' - Dr. Francois

    Dr. Francois, the famous roboticist, has been freed from his recent bout as a Sky Raider prisoner, working on a giant mech project. Easily intimidated, the doctor can aid an enterprising villain in a daring heist against the Sky Raiders.

     

    • CONTACT: Dr. Francois
    • LOCATION: Striga Isle, /thumbtack 104.5 -0.0 -1209.6
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
    • OUROBOROS / ARC: Insider - 27.91
    • Will offer repeatable tasks in addition to their story arc.

     

    'Negotiations of the Living Dead' - Night Widow Ragana

    With the Council in shambles there's a power vacuum on Striga. The Warriors, Family and Sky Raiders want to split the Council territory among themselves, and plan to meet to negotiate terms. Arachnos prefers to have the Council in charge and have sent a Night Widow to handle the situation. Night Widow Ragana needs some expendable and deniable resources to break up the negotiations - permanently.

     

    • CONTACT: Night Widow Ragana
    • LOCATION: Striga Isle, /thumbtack -507.2 8.0 -1079.6
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
    • OUROBOROS / ARC: Insider - 27.92

     

    'The Most Dangerous Prey' - Orpheus

    Orpheus, a Warrior bard of some repute, has specialized in hunting the undead. He is now offering his expertise to those he deem worthy. Since you have recently contracted a mysterious ghost-related curse upon your name, you seek out his help.

     

    • CONTACT: Orpheus
    • LOCATION: Striga Isle, /thumbtack -2376.0 0.8 -1957.3
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29
    • OUROBOROS / ARC: Undesirable - Arc 27.93
    • Will offer repeatable tasks in addition to their story arc.

     

    'The Last Witch of Striga' - Mage-Killer Tatiana

    Mage-Killer Tatiana is hunting a powerful witch. In order to draw out the near-mythical protector of the island, Tatiana needs someone to stir up trouble among the Banished Pantheon and deal with the local chapter of the Legacy Chain.

     

    • CONTACT: Mage-Killer Tatiana
    • LOCATION: Striga Isle, /thumbtack -2640.7 66.7 -3346.5
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29
    • OUROBOROS / ARC: Undesirable - Arc 27.94
  17. Piecemeal Issue 27 Finale

    'A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal

    A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated.

    A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation.

    Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing!

     

    • CONTACT: Pay Phone
    • LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9
    • ALIGNMENT / LEVEL: Any - Level 50
    • OUROBOROS / ARC: Hero of the City / Made - 27.95


  18. i27p7_banner.png.19c69d9e1b780da80f09b9bb38750d9a.png



    Patch Notes: Issue 27, Page 7



    What's New in Issue 27, Page 7

    Marquee Features

    • Piecemeal's Personal Story - Issue 27 Finale
    • Co-Op Striga Isle & New Villain / Rogue Story Arcs
    • Rikti War Zone Revamp - Vanguard Base Expansion
    • Advanced Mode - Lady Grey's Task Force

    Powers & Gameplay Adjustments

    • New Player Experience Improvements
    • New Powersets: Arsenal Control & Arsenal Assault
    • New Epic / Ancillary Power Pools and Epic Balancing Pass
    • Arachnos Soldier / Arachnos Widow Updates & Power Customization
    • Sheathed / Holstered Weapons - Now available on all weapon powersets!
    • High-Level Council & Circle of Thorns Revamps
    • Giant Monster Balancing Pass

    Various Adjustments, Improvements & Fixes

    • Aether Reward Shop Preview Images + Wave 4
    • Team Badges - Task Forces
    • New Costume Parts
    • New Vanity Pet Invention Recipes
    • New Supergroup Base Items
    • Loads of bug fixes
    • ...and much, much more!

    Marquee Features


     

    Piecemeal Issue 27 Finale

    'A Second Chance At A First Impression' - Issue 27 Finale: Personal Story, Piecemeal

    A strange, archaic and outdated device in the Rikti War Zone has been asking for you by name. If you are ready, you will step into the shoes of Paragon City's newest and most notorious villain as she comes face-to-face with a situation that (for once) she cannot handle. The amount of humble pie she consumes as a result has yet to be accurately calculated.

    A new take on the Personal Story, you and your teammates will be forced to assume to the identity of Piecemeal as you navigate a reconstructed simulation of her experience trying to circumvent the protocols in the Paragon City teleport grid - an event that sends her from one place to another uncontrollably before placing you in the heart of a burgeoning apocalypse. Carefully reconstructed from her 360-degree sensor tech and optical recordings by her M.C. of Information, Bile, you will engage in a bit of banter before witnessing the horror hands-on in this Abomination Simulation.

    Enjoy some of the canonical reasons for notorious changes, and a heaping bathtub full of foreshadowing!

     

    destroyed_galaxy_i27finale.thumb.png.75b99fc03863839293e82e26e8b77314.png

     This Personal Story can be played together with a full team of 8 players! 

    • CONTACT: Pay Phone
      • Accessing this story arc requires having completing Doc Buzzsaw's newest arc.
    • LOCATION: Rikti War Zone, /thumbtack 3230.6 0.1 -513.9
    • ALIGNMENT / LEVEL: Any - Level 50
    • OUROBOROS / ARC: Hero of the City / Made - 27.95

     

    Co-Op Striga Isle & New Story Arcs

    • Striga Isle is now a co-op zone that villains can enter using the Smuggler's Submarine line.
    • Added ability for villain characters to queue in LFG for Ernesto Hess and Moonfire's Task Forces.
    • Arbiter Mudd has been deployed to just outside the Bog to assist villains in training their powers.

    'Buried Secrets' - Oberst Straxt

    Oberst Straxt of the 5th Column is seeking unscrupulous villains to infiltrate Striga Isle in order to collect old caches left behind by that organization when the Council took control of the island.

     

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    • CONTACT: Oberst Straxt
    • LOCATION: Striga Isle, /thumbtack -293.2 -25.5 -1028.0
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
    • OUROBOROS / ARC: Insider - 27.90
    • Will offer repeatable tasks in addition to their story arc.

    'Just Prototypical' - Dr. Francois

    Dr. Francois, the famous roboticist, has been freed from his recent bout as a Sky Raider prisoner, working on a giant mech project. Easily intimidated, the doctor can aid an enterprising villain in a daring heist against the Sky Raiders.

     

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    • CONTACT: Dr. Francois
    • LOCATION: Striga Isle, /thumbtack 104.5 -0.0 -1209.6
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
    • OUROBOROS / ARC: Insider - 27.91
    • Will offer repeatable tasks in addition to their story arc.

    'Negotiations of the Living Dead' - Night Widow Ragana

    With the Council in shambles there's a power vacuum on Striga. The Warriors, Family and Sky Raiders want to split the Council territory among themselves, and plan to meet to negotiate terms. Arachnos prefers to have the Council in charge and have sent a Night Widow to handle the situation. Night Widow Ragana needs some expendable and deniable resources to break up the negotiations - permanently.

     

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    • CONTACT: Night Widow Ragana
    • LOCATION: Striga Isle, /thumbtack -507.2 8.0 -1079.6
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 20-24
    • OUROBOROS / ARC: Insider - 27.92

    'The Most Dangerous Prey' - Orpheus

    Orpheus, a Warrior bard of some repute, has specialized in hunting the undead. He is now offering his expertise to those he deem worthy. Since you have recently contracted a mysterious ghost-related curse upon your name, you seek out his help.

     

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    • CONTACT: Orpheus
    • LOCATION: Striga Isle, /thumbtack -2376.0 0.8 -1957.3
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29
    • OUROBOROS / ARC: Undesirable - Arc 27.93
    • Will offer repeatable tasks in addition to their story arc.

    'The Last Witch of Striga' - Mage-Killer Tatiana

    Mage-Killer Tatiana is hunting a powerful witch. In order to draw out the near-mythical protector of the island, Tatiana needs someone to stir up trouble among the Banished Pantheon and deal with the local chapter of the Legacy Chain.

     

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    • CONTACT: Mage-Killer Tatiana
    • LOCATION: Striga Isle, /thumbtack -2640.7 66.7 -3346.5
    • ALIGNMENT / LEVEL: Villain, Rogue - Level 25-29
    • OUROBOROS / ARC: Undesirable - Arc 27.94

     

    Rikti War Zone Revamp

    Vanguard Base Expansion

    • The Vanguard base in the zone has been expanded and revamped with several additional new sections added and the base now directly connects to the surface from several points.
    • The Architect Entertainment functionalities within the zone have been moved inside one of the Vanguard base's new areas.
    • The AE building has been replaced by a Vanguard vehicle depot with lifts that connect to the base underground.
    • The Rikti Pylons found throughout the zone now con as Level 54 rather than ignoring level mods.
    • Added training Rikti Pylon dummies found outside the Vanguard base that match the old pylons.
    • Also added four training dummies that con 50 through 54 found outside the Vanguard base on the surface.
      • The color of the lights near the dummies helps inform how they con.
    • Added script to all Vanguard training dummies that reports on death how long it took to defeat them from 100% HP.
      • This includes the summonable Vanguard MDC accolade dummy.
    • Vanguard Quartermaster and Combat Nurse added near the training dummies on the surface.
    • Merit vendor NPC has been replaced by a merit vendor kiosk.
    • Benevolabs hologram vendor has been added near the merit kiosk's location.
    • Portal mission doors in the zone have been changed to use the new Portal Corp section of the Vanguard base.
    • This Portal Corp section also houses connection to the new travel network for Shadow Shard access from Rikti War Zone.
    • Vanguard shooting range targets are once again target-able and can be attacked by players for role playing purposes.
    • Info NPC by the base exit now using a Vanguard outfit.

    image.thumb.png.571b2e8abe6fd734cc6efbe8d2f341ef.png

     

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     The Vanguard are preparing! But for what? 

    Shadow Shard Portal

    • Now accessible via a new travel network that links: Rikti War Zone, Peregrine Island, and Firebase Zulu.
    • This new travel network has a unique icon that can be found on the mini map as 'Shadow Shard Portal'.

    1614734155_ShadowShardPortal.png.d07bde97e5378f2f28e8caeaa24bec5b.png

     Look for the red icon! 

     


     

    Advanced Mode - Lady Grey's Task Force

    • Advanced Difficulty Mode label shortened to Advanced Mode.
    • Advanced Mode added to the Lady Grey's Task Force, accessible via the Challenge Mode options found before starting the Task Force.
      • This mode significantly changes the content, adding new rewards, enemies, boss encounters, areas, and badges.

    AdvancedModeLGTF.PNG.01a84f3c3e17957e0958896f22787d54.PNG

     This new Advanced Mode is out of this world! 

    • Completing Lady Grey's Task Force on Advanced Mode will reward players with an added choice of 40 Reward Merits or a random Hamidon Origin enhancement from a pool including expanded combos that match the D-Sync Origin's enhancement selection.
    • Enhancements are weighted so chances are higher (2:1) to receive one of the new combos:
      • Vesicle Exposure (End Mod/Rech)
      • Stereocilia Exposure (Slow/Rech/End)
      • Microtubule Exposure (End Mod/Acc)
      • Karyoplasm Exposure (Dam/End)
      • Microvillus Exposure (Acc/Range)
      • Chromatin Exposure (Dam/Rech)
      • Ectosome Exposure (Threat/Acc/Rech)
      • Amyloplast Exposure (Rech/Heal/Absorb)
      • Chloroplast Exposure (Acc/Heal/Absorb)

    screenshot_231114-11-08-46.thumb.jpg.19ab1c24b20ce39d60eea30cad892c1a.jpg

     

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    Team Badges - Task Forces

    New Badge Checks

    • New category of bonuses added to Task Forces that are always enabled by default. This automatically checks if the team meets any composition criteria to reward the earned badge.
    • Team badges function by checking team members as they enter the mission, if a player does not enter any missions they are not counted for the check.
      • Teams that meet the criteria described are automatically granted the badge upon the content's completion.
      • Qualifying teams for these badges will be notified by a small icon appearing near their challenge status icons.
        • challengeStat_atdiversity_h.png.a401659a34e52f53f99d6a4074d9f8f9.png / challengeStat_atdiversity_v.png.00692b99132c2114350f74b75f59ba4a.png Role Diversity - Complete the content on a team with Archetypes that fulfill all five roles.
        • challengeStat_atduplication.png.75b1a54a37edc6bc32c2ced9b5fc128f.png Archetype Duplication - Complete the content with a team of 4 or more using only the same Archetype.

     

    • This feature is only for associated badges and does not change any other rewards granted by the content.

    TeamBadgeCheckHelp.PNG.15c9d8403f8bb9df5d861a0655f39312.PNG

     Teamwork makes the dream work! 


    Powers & Gameplay Adjustments


     

    New Player Experience (NPE) Improvements

    With everything finally becoming official, we're at the beginning of a new era for the game, and it is time we become better stewards of the core game itself. The first step is to start making some improvements to the new player experience (or NPE, as the cool kids refer to it) to remove some of the small "pain points" experienced by new players (you may have noticed a large influx of them recently!).

     

    Based on player feedback we've made some small tweaks to the default configuration for new characters. All of these settings can be customized and your own preferred defaults saved in the options files if desired.

    • Power timers default to 'Always' rather than 'Only powers recharging longer than 15 seconds'.
    • Modern input profile: changed left mouse button drag to freelook without snapping back to center. Quick look function moved to middle mouse button, swapping the two. The Classic input profile retains the original controls.
    • Power tray numbers default to locked, as the trays now have sensible presets for the tray numbers instead of all coming up '1'. This prevents players from accidentally clicking the tiny arrows. Advanced players who want in-depth customization can unlock the trays from the right-click menu or options window.
    • Free camera setting enabled by default.
    • Tooltip delay reduced to 0.1 seconds (from 0.6).
    • Blink Certifications option that makes the Email tab red if character items are available disabled by default.
    • Icon Shrinking animation is enabled by default when the power timer is in the Top or Bottom position, as was intended.
    • Subtle power icon animation added for icons behind the timer in the Center position -- shrinks but not as much as the standard animation and has "heartbeat" pulses at regular intervals to provide peripheral visual cues for power recharging.
      • The option controlled by the /tray_always_shrink command still overrides this with the standard animation if it is enabled. We are planning in a future update to make several different power icon animations selectable through the options menu.

     

    Character Creation Guidance

    We cleaned up some of the language and graphics during character creation and tutorial selection to guide new players toward creating their characters in the easier starting areas:

    • Updated text to nudge new players to start in Primal Earth, not Praetoria.
    • Updated text to nudge players towards Breakout or Outbreak, not Galaxy City.
    • RESISTANCE and LOYALIST are now colored blue and gold in the text descriptions (in the same way HERO and VILLAIN are colored blue / red).
    • "City of Heroes: Freedom" and "City of Heroes: Going Rogue" graphics replaced with "Primal Earth" and "Praetorian Earth" graphics.
    • Kheldians now show stats during AT selection (instead of a series of ?s).
    • EAT descriptions updated to state that they are not recommended for new players, cannot access the tutorial, and are locked to (start as) specific alignments.
    • Origin selection guidance text updated to clarify that it's primarily a narrative choice with minimal gameplay significance.
    • Several AT descriptions updated to correct poor grammar and remove needless gendering.
    • Several AT stats updated to better reflect their abilities.
    • Replaced all the ugly dashes (-) with pretty bullets (•).

    Access to Travel

    • New characters will automatically start with Athletic Run (players can swap this out at S.T.A.R.T, formerly P2W, for another version).
    • Passport (and Long Range Teleporter) is now unlocked by acquiring any 10 exploration badges, instead of one exploration accolade. This doesn't affect characters who already own Long Range Teleporter, and the Pocket D unlock method is still present.
      • Note: For technical reasons, this only counts exploration badges collected after the patch.
    • New characters are given 30 minutes of the LKT-1700 Rocket Pack when training to level 2. The description informs players how to get more.

    Origin Attacks

    • Damage is now more consistent during the early levels.
      • It is now scale 1.00 at levels 1 through 10. This damage declines linearly, starting at level 11, and ending at 0.30 at level 17 (previously the damage began dropping off from level 2).
    • Endurance cost removed.
    • Recharge reduced from 4s to 3s.
    • Range increased from 45 feet to 80 feet to match most ranged attacks.
    • Now added to the tray upon character creation.
    • Power icon colors updated to Inherent color scheme.
      • Note: The existing icons still exist with their old file names if you were using them for macro images.

    User Interface Improvements

    • All three main power trays are expanded by default, and pre-set to tray 1, 2, and 3 rather than all being tray 1.

      • Additional trays added with the + button now default to tray 4, 5, 6, etc.

    • The inspiration tray is in its expanded state by default.

    • To avoid confusion with Sprint, Prestige Power Slide is now no longer added to the tray upon character creation.

    • Fixed a bug which sometimes caused power trays to be completely emptied if a new character zoned or logged off before moving powers in or adding extra powers to the tray.

    • Power trays now default to showing the first associated key binding instead of slot numbers.

    Options Improvements

    • Power recharge timers now default to on (Center).

      • The power tray timer defaults to shown for powers with an estimated recharge of longer than 15 seconds. This can be changed in the options menu, or a custom value may be set using the /recharge_timer_threshold command.

      • Icons of recharging powers no longer shrink when the recharge timer is enabled, to make them easier to see behind the number.

        • Veterans used to the old behavior can override this with /tray_always_shrink 1.

      • New settings added to control power tray animations and add more customization options (format options, color coding, opacity) for the recharge timer.

    • The game's volume levels have been adjusted to make for a more comfortable experience.

      • The volume sliders now range from 0% - 150%.

      • The 150% setting is equivalent to the former 100% setting.

      • The slider range scales along a curve so that more of the slider results in usable volume levels.

    • The "Show Pet Window Option" setting has been removed and is always enabled.

      • This just provides players with the ability to open the Pets window (by clicking "Pets" at the top of the Team window), it doesn't open the window by default.

    • Added an option to control power tray labels: Can be set to Key Bindings, Slot Numbers, or None.

    • The Auto-accept level changes above or below options now default to level 50 instead of 0, preventing pop-ups from appearing when teaming.

    • What was formerly called "Inverted" mouse is now "Normal" and vice-versa.

    • The Villain Name and Villain Health Bar UI options now include "Always" in the list of settings to cycle through.

    • Upon closer inspection, the existing keybind profile and save/load system turns out to only be half-baked. We put it back in the oven and made the following improvements:
      • Now correctly switches the selected profile in the drop-down when you log out and switch characters, instead of incorrectly showing the profile for the first character logged in.
      • Now saves the current profile name into the keybinds.txt file when saving bindings, so that other characters which load that file will use the correct base profile.
      • No longer saves every single key into keybinds.txt, only the keys which the user has customized. This matches how it's always been handled on the server side when saving characters, and makes the behavior consistent after saving/loading key bindings.
    • Keys can now be unbound by pressing Escape after clicking on a key as if to rebind it. Previously there was not a simple way to unbind a key from the options UI.
    • Changes have been made to the options window to make it more intuitive to use. The various buttons have always been a source of trouble. The "Apply Now" button in particular is extremely unhelpful. Most of the time it doesn't actually do anything, because many options take effect immediately. Some options however require the Apply Now button to take effect. Worse, there is a third class of options that appear to take effect immediately, but don't actually save unless you click Apply Now, and will be lost after logging out if you simply close the window. Future updates to the window are planned to address these issues, but for now the following adjustments have been made:
      • The "Apply Now" button is now a "Close" button and simply closes the window.
      • If an option is changed which must be applied to save it, the "Close" button is replaced with an "Apply Now" button and starts flashing, making it clear to the player that the setting change they made needs to be applied. Once clicked, the settings are saved and it goes back to being a "Close" button.
      • The "Cancel Changes" button no longer closes the window, and has become an "Undo Changes" button that reverts any changes you have made since opening the options window.

    Control Scheme

    The game's default key bindings and mouse options have been modernized:

    • The default run forward binding now turns the character to face the camera direction. This mostly affects what happens when you press forward after using free look to change the camera angle.
    • Running forward with Left Button + Right Button is now a standard run and does not activate autorun.
    • Left-mouse-button dragging activates Quick Look mode, which is similar to free camera look with the middle mouse button but snaps back to center when the button is released.
    • The default bindings for the top tray (Alt2) changed from Control+# to Shift+# for reduced finger strain on commonly used combinations.
    • The pop-up server tray now has default key bindings of Control+#.
    • Team member selection bindings moved to Shift+F1 - Shift+F8.
    • Default key bindings for collapsing and switching power trays removed. With more trays visible all the time and the extra added trays, having 1 of them change when pressing minus or equals isn't as useful, and it was easy to accidentally press these and cause confusion.
    • The previous bindings are available under the drop-down as the "Classic" preset, and should work just like they always have.
    • These changes only apply to new characters, and are overridden by customized bindings that were previously saved as the default for new characters (the "Save to default file" button).
    • Applying some or all of these settings on existing characters may require either resetting to the default bindings or manually applying the changes.

    In-Game Guidance

    • When gaining the free Rocket Pack at level 2, you are presented with a pop-up explaining how to get more at the S.T.A.R.T. Vendor.
    • Finding your first exploration badge now gives a pop-up explaining that you'll get LRT if you collect 10 in total.
    • Fixed and updated the missing Invention tutorial pop-up when reaching level 10 (this pop-up will also automatically unlock the Invention tutorial contact relevant to your faction).
    • Rewrote the "You got a Tip!" Pop-up to be more up-to-date and informative.

    Miscellaneous

    • Pay 2 Win (and Transact 4 Victory) have rebranded as S.T.A.R.T.
    • Exploration badges now award a tour guide tip.
      • The very first exploration badge you pick up does not award a tip (to avoid getting two pop-ups from one badge).
    • Exploration badges now grant Patrol XP instead of regular XP.

      • The amount of Patrol XP gained is dramatically higher than the previous amount of regular XP previously gained.

      • The amount scales with level, starting with 1.5 bars at level 1, down to 0.25 bars at level 50.

     

    New Powerset - Arsenal Control

    ArsenalControl.PNG.3ddc24b65b4d6e96b4a4db3b5ed316bd.PNG

     

    New primary for Controllers and Dominators

    • Armed with a state-of-the-art multipurpose rifle, you are able to deliver a wide variety of payloads to control your enemies and render them incapable of responding.

    Powers:

    • ArsenalControl_Tranquilizer.png.b4cdaa2db18f862289927593226a5181.png  Tranquilizer Ranged, DMG(Toxic), Foe Sleep, -SPD
      • The Tranquilizing Dart is the perfect tool to sideline a single foe. It deals some toxic damage and can render the target unconscious, allowing you to focus on more important targets. The target remains asleep for some time, but will awaken if attacked.

      • The Sleep component of this power is Auto Hit against regular enemies, but a To Hit check is required to against AVs and players, as well as to make secondary effects apply

    • ArsenalControl_Beanbag.png.ee3b3d9ec2616b0191161328975d7b39.png  Cryo Freeze Ray  Ranged, DMG(Cold), Foe Hold, -Recharge, -SPD, -Fly
      • The Cryo Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while and dealing some cold damage.
    • image.png.e3eaca1c85b7f491e81fb26f036767f8.png  Sleep Grenade Ranged (Location AoE), DMG(Smashing), Foe Sleep, -Recharge, -SPD, -Fly
      • The Sleep Grenade can be launched at long range from beneath the barrel of your Assault Rifle. It releases a cloud of gas that will make enemies drowsy, slow, and fall asleep.
    • image.png.824e85919d4159363bb1ead412d67103.png  Liquid Nitrogen  Ranged (Location AoE), DoT(Cold), Knockdown, -SPD
      • The Liquid Nitrogen dispenser can spray a target location with liquid nitrogen creating a large patch of ice. Those caught in the patch of ice are dramatically slowed, tend to fall down taking damage, and will be unable to jump.

    • ArsenalControl_CloakingDevice.png.4a68e78c595563f1d1e708fc017fc9c4.png  Cloaking Device  Toggle: Self Stealth, +DEF(All)
      • This Cloaking Device is the ultimate in infiltration technology. It uses an LCD body coating to become all but impossible to detect. While concealed you can only be seen at very close range. If you attack while concealed, you will be discovered. Even if discovered, you are hard to see but will retain some of your Defense bonus to all attacks.

    • image.png.50cd98455aabc106c154226518cdad4c.png  Smoke Canister Ranged (Location AoE), Foe -Perception, -To Hit, Confuse
      • The Smoke Canister is a powerful infiltration tool. Fling it at a target location and it will quickly cover the area in smoke. While engulfed within this smoke, most enemies will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will become confused and might attack their allies.
    • ArsenalControl_FlashBang.png.1fae378945e3afa620bbbf6256a30cf1.png  Flash Bang  Ranged (Targeted AoE), DMG(Energy), Disorient, -To Hit
      • The Flash Bang Grenade is ideal to disorient a group of enemies. Even enemies that are not disoriented will have their chance ot hit reduced.
    • image.png.6f0d8f9539e8a2d8d1bc371fb941f8d4.png  Tear Gas  Ranged (Targeted AoE), Foe Hold, -DMG
      • The Tear Gas canister serves as the ultimate crowd control tool, rendering enemies incapacitated and choking, thereby preventing them from taking any action while also debuffing their damage output.
    • ArsenalControl_GunTurret.png.c83b0852e1a05790f77d5d725c0323ec.png  Tri-Cannon  Build Tri-Cannon: Ranged, DMG(Lethal)
      • The Tri-Cannon is the perfect companion in the field. It has an extremely fast fire rate and is equipped with a customized tracking system. Once locked on, it will continue to unload a volley of lead into the target until it is destroyed. Enemies hit by the Tri-Cannon, as well as those near it, will prioritize attacking it over it's owner. It is armored and can take significant amounts of damage.

     


     

    New Powerset - Arsenal Assault

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    New secondary for Dominators

    • You use your cutting edge rifle to not only devastate foes from range, but also wield it and other advanced munitions at short range to incapacitate anyone who gets too close.

    Powers:

    • AssaultWeapons_Burst.png.2cffbf6935f8b2b030cae3f0638d84e7.png  Burst Ranged, DMG(Lethal), Foe -DEF
      • Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense.

    • AssaultWeapons_RifleButt.png.7ef7ddf8291ad4c66a227f83f884697b.png  Buttstroke Melee, DMG(Smash), Foe Disorient
      • A smash with the butt of your rifle with a high chance of disorienting. 
    • AssaultWeapons_Buckshot.png.927ee373a03e844a88bb91221e5bf9e6.png  Buckshot  Ranged (Cone), DMG(Lethal), Foe Knockback
      • Good at close range. Fires a cone of Buckshot pellets and can knock some foes down.
    • AssaultWeapons_HeavyBlow.png.8426d41722db47a0f5f38a4d0a21fc0e.png  Elbow Strike  Melee, DMG(Smash), Foe Knockback
      • You strike your foe with a powerful punch dealing Smashing damage and knocking the target back.

    • AssaultWeapons_PowerUp.png.7944b1e185967b1ea6c1c2d08a8c6f7e.png  Power Up  Self +Special, +DMG(All)
      • Boosts the damage and secondary effects of your powers. Your powers' effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes and more, are all improved. The effects of Power Up last a short while, and only the next couple of attacks will be boosted.

    • AssaultWeapons_TripMine.png.c2b8bc822f36ebd3d05b3006d3315e91.png  Trip Mine Place Mine: PBAoE, DMG(Fire), Foe Knockback
      • You can place a Trip Mine on the ground. Any villains that pass near the Trip Mine will cause it to explode, damaging all nearby foes and sending them flying.
    • AssaultWeapons_TargetingDrone.png.02ac1521da0cd207875a1121c59be451.png  Targeting Drone  Toggle: Self +To Hit, +Perception, Res(DeBuff To Hit)
      • When this device is activated, the small Targeting Drone hovers around your head and emits targeting laser sights. The lasers can dramatically improve your chance to hit, and increase your perception, allowing you to better see stealthy foes. Targeting Drone also grants you resistance to powers that debuff your chance to hit.
    • AssaultWeapons_SniperRifle.png.65def73608ce90771e76fa12956c2f17.png  Sniper Rifle  Sniper, DMG(Lethal), Foe Knockback
      • Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage.
    • AssaultWeapons_Ignite.png.2dfde69531f7dd1236bc4b1a1084d61b.png  Ignite  Range, DoT(Fire)
      • Sprays a target with accelerant from your flamethrower, igniting it and causing extreme damage over time. Also sets the location on fire if the target is grounded, inflicting damage to additional foes that step in the area.

     

    Epic / Ancillary Power Pools

    This feature addresses inconsistencies with Epic Pool powers with regards to rules around their stats and penalties, as well as general bug-fixes. These powers have been swept through in order to consistently follow these rules so that all epic powers are at a shared baseline for their power type. This should mitigate many imbalances between epic pools where arbitrarily one had better or worse versions of a type of power than another due to recharge, damage, or area coverage. This should create more diverse and viable build options available to players instead of them feeling funneled towards the “best” ones even if it is against their chosen theme. This in turn allows us to introduce many new epic pools in this page and in the future that follow these standards across all Archetypes.

     

    New Epic/Ancillary Power Pools

    New Dark Mastery Epic pool for Blasters:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
    • Possess (Ranged, Target Confuse)
    • Black Hole (Ranged (Targeted AoE), Foe Intangible)
    • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

    New Dark Mastery Epic pool for Controllers:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Dark Blast (Ranged, DMG(Negative), Foe -To Hit)
    • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
    • Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit)
    • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

    New Dark Mastery Epic pool for Dominators:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)
    • Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit)
    • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
    • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

    New Dark Mastery Epic pool for Masterminds:

    • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
    • Shadow Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
    • Dark Pit (Ranged (Targeted AoE), Foe Disorient)
    • Possess (Ranged, Target Confuse)
    • Soul Consumption (PBAoE Foe -Max Hp, -Max End, Self +Max HP, +Max End)

    New Dark Mastery Epic pool for Tankers and Brutes:

    • Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit)
    • Petrifying Gaze (Ranged, DMG(Negative), Foe Hold)
    • Dark Blast (Ranged, DMG(Negative), Foe -To Hit)
    • Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit)
    • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)

    New Ice Mastery Epic pool for Defenders and Corruptors:

    • Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire))
    • Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep)
    • Hoarfrost (Self Heal, +Max HP, Res(Toxic))
    • Build Up (Self +Damage, +To-Hit)
    • Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold)

    New Ice Mastery Epic pool for Scrappers and Stalkers:

    • Ice Bolt (Ranged, DMG(Cold), Foe -Recharge, -SPD)
    • Frozen Spear (Sniper, DMG(Cold), Foe Sleep, -Recharge, -SPD)
    • Shiver (Ranged (Cone), Foe -SPD, -Recharge)
    • Frigid Wind (Close (Cone), DoT(Cold), Foe -Recharge, -SPD)
    • Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold))

    New Psionic Mastery Epic pool for Brutes and Tankers:

    • Mesmerize (Ranged, DMG(Psionic), Foe Sleep)
    • Dominate (Ranged, DMG(Psionic), Foe Hold)
    • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
    • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
    • Psionic Tornado (Ranged (Targeted AoE), DoT(Psionic), Foe Knockback)

    New Psionic Mastery Epic pool for Scrappers and Stalkers:

    • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
    • Psionic Lance (Sniper, DMG(Psionic), Target -Recharge)
    • Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge)
    • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
    • Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic))

    Set Names

    Global Epic Pool Thesaurus Nerf:

    • Flame Mastery Renamed to Fire Mastery
    • Heat Mastery Renamed to Fire Mastery
    • Pyre Mastery Renamed to Fire Mastery
    • Blaze Mastery Renamed to Fire Mastery
    • Darkness Mastery renamed to Dark Mastery
    • Stone Mastery renamed to Earth Mastery
    • Electrical Mastery renamed to Electricity Mastery
    • Charge Mastery renamed to Electricity Mastery
    • Primal Forces Mastery renamed to Energy Mastery
    • Power Mastery renamed to Energy Mastery
    • Body Mastery renamed to Energy Mastery
    • Cold Mastery renamed to Ice Mastery
    • Chill Mastery renamed to Ice Mastery
    • Arctic Mastery renamed to Ice Mastery
    • Psychic Mastery renamed to Psionic Mastery
    • Ninja Tool Mastery renamed to Weapon Mastery
    • Munitions Mastery renamed to Arsenal Mastery

    Leviathan Mastery

    New Mechanic for Leviathan Mastery > Spirit Shark:

    • When you own Spirit Shark, most actions that cost endurance will have a chance of granting a Leviathan Hunger stack.
    • The damage over time increases the more Hunger stacks you have. All Leviathan Hunger stacks are consumed when you successfully hit an enemy with this power.
    • Total damage ranges from scale 1.56 with no Hunger stacks to scale 3.4 with 5 Hunger stacks

    Epic Hold Attacks

    Instead of Epic Hold attacks having their standard 4.0x cooldown penalty for hard mez, these attacks will now have a 3.0x cooldown penalty. Previously, this penalty was overlooked for a few hold attacks, but now all should be following the same set of design rules.

     

    Epic Immobilization Attacks

    Instead of Epic Immobilization attacks having their standard 2.5x cooldown penalty for soft mez, all these attacks will now have the same 2.0x cooldown penalty as regular attacks. To compensate, damage and endurance costs are lowered. Typically, this change will look like:

    • Single Target Attacks
      • Recharge lowered form 10s to 8s
      • DoT ticks lowered from 0.20 scale to 0.1724 scale
      • End cost lowered from 9.75 to 8.405
    • AoE Attacks
      • Recharge lowered from 20s to 16s
      • DoT ticks lowered from 0.10 scale to 0.0837 scale
      • End cost lowered from 12.74 to 10.751

    Dark Mastery > Spirit Drain (replaces Soul Drain)

    This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors). Soul Drain had ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility.

     

    Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty

     

    Summary of details:

    • 120s cooldown, 2.37s cast time
    • 60 foot range
    • 4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets
    • 1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets
    • 0.40 scale damage (Negative Energy)

     

    Epic / Ancillary Power Pool Adjustments

    Spoiler
    • Epic > Psionic Mastery > Telekinesis: This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s. Endurance cost per second reduced from 3.9 to 0.65. Now accepts Immobilize and Accuracy enhancements.
    • Epic > Munitions Mastery > Cryo Freeze Ray (Blaster): This power now applies -SPD and -Recharge
    • Epic > Munitions Mastery > Body Armor (Blaster): This power now grants resistance to all damage types expect psionic
    • Epic > Munitions Mastery > LRM Rocket (Blaster): Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage
    • Epic > Electricity Mastery > Lightning Field (Sentinel): Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact
    • Epic > Dark Mastery > Dark Blast (Scrapper/Stalker) - Recharge increased from 6s to 8s
    • Epic > Dark Mastery > Netherworld Grasp (Sentinel) - Recharge reduced from 32s to 24s
    • Epic > Dark Mastery > Netherworld Tentacles (Sentinel) - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74
    • Epic > Dark Mastery > Oppressive Gloom (Defender/Corruptor) - Recharge increased from 8s to 16s
    • Epic > Dark Mastery > Petrifying Gaze (Mastermind) - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
    • Epic > Dark Mastery > Petrifying Gaze (Scraper/Stalker) - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
    • Epic > Dark Mastery > Soul Drain (Defender/Corruptor) - Renamed Spirit Drain. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration. Adjusted VFX to play at the target area instead of the caster's body
    • Epic > Dark Mastery > Tenebrous Tentacles (Scrapper/Stalker): Fixed critical hit damage scales
    • Epic > Dark Mastery > Torrent (Scrapper/Stalker) - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s
    • Epic > Earth Mastery > Earth's Embrace (Controller/Mastermind): Renamed Embrace of the Earth
    • Epic > Earth Mastery > Fossilize (Brute/Tanker) - Range reduced from 80ft to 60ft
    • Epic > Earth Mastery > Fossilize (Tanker/Brute) - Recharge reduced from 32s to 24s
    • Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66
    • Epic > Earth Mastery > Quicksand (Brute/Tanker) : Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10
    • Epic > Earth Mastery > Salt Crystals: Sleep scale reduced from 20 to 10, no longer can overpower
    • Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost increased from 19.5 to 18.98, range increased from 70ft to 80ft
    • Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 8s to 16s, Endurance cost lowered from 19.5 to 10.751
    • Epic > Electricity Mastery > Charged Armor (Blaster/Corruptor/Defender) - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances
    • Epic > Electricity Mastery > ESD (Mastermind) - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s
    • Epic > Electricity Mastery > Electric Fence (Corruptor/Defender) - Recharge increased from 4s to 8s
    • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Endurance cost increased from 8.58 to 10.66
    • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Recharge reduced from 32s to 24s
    • Epic > Electricity MAstery > Paralizing Jolt - Accuracy lowered from 1.2 to 1.0
    • Epic > Electricity Mastery > Shocking Bolt  (Corruptor/Defender) - Recharge increased from 16s to 24s
    • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Range reduced from 80s to 60s
    • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s
    • Epic > Electricity Mastery > Static Discharge (Blaster/Mastermind) - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958
    • Epic > Energy Mastery > Energy Transfer (Dominator) - This power no longer accepts Taunt enhancements
    • Epic > Energy Mastery > Explosive Blast (Dominator): Recharge increased from 16s to 32s
    • Epic > Energy Mastery > Focused Accuracy (Brute/Scrapper/Stalker/Tanker) - End Cost reduced from 0.39 to 0.195
    • Epic > Energy Mastery > Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind) Recharge increased from 2s to 8s
    • Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements. Radius lowered from 25ft to 15ft. Pulse rate doubled. Power no longer auto-hit, now accepts Accuracy enhancements
    • Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft
    • Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel)  - Recharge reduced from 32s to 24s
    • Epic > Fire Mastery > Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker) - Range increased from 50ft to 60ft
    • Epic > Fire Mastery > Fire Blast (Brute/Scrapper/Stalker/Tanker) - Recharge increased from 6s to 8s
    • Epic > Fire Mastery > Fire Cages (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
    • Epic > Fire Mastery > Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator) - Recharge increased from 4s to 8s
    • Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2
    • Epic > Force Mastery > Repulsion Bomb (Blaster) - Power has been changed into Force Bomb (now has -res component)
    • Epic > Force Mastery > Repulsion Field (Blaster) - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10
    • Epic > Force Mastery > Temp Invulnerability (Blaster) - Recharge increased from 2s to 8s
    • Epic > Ice Mastery > Block of Ice (Brute/Tanker/Sentinel) - Recharge reduced from 32s to 24s
    • Epic > Ice Mastery > Frostbite (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
    • Epic > Ice Mastery > Frozen Armor (Blaster/Controller/Dominator/Mastermind) - Recharge increased from 2s to 8s
    • Epic > Ice Mastery > Sleet (Dominator) - Power was summoning the defender version of Sleet. This has been corrected. Cooldown corrected to 120s
    • Epic > Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker) - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll
    • Epic > Laser Beam Eyes (Brute/Tanker) - Recharge increased from 6s to 8s
    • Epic > Laser Beam Eyes (Scrapper/Stalker) - Endurance Cost reduced from 8.07575 to 6.5
    • Epic > Mace Mastery > Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker) - End Cost reduced from 0.39 to 0.195
    • Epic > Psionic Mastery > Dominate (Corruptor/Defender/Sentinel) - Recharge increased from 16s to 24s
    • Epic > Psionic Mastery > Mind Over Body (Controller/Corruptor/Defender/Dominator) - Recharge increased from 2s to 8s
    • Epic > Psionic Mastery > Psionic Tornado (Controller/Dominator) - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s
    • Epic > Psionic Mastery > Psychic Shockwave (Sentinel) - Recharge increased from 20s to 40s, damage scale increased from scale 0.6031 to scale 1.0954, target cap lowered from 16 to 10
    • Epic > Weapon Mastery > Exploding Shuriken (Scrapper/Stalker) Cast Time reduced from 1.07s to 1.0s
    • Epic > Weapon Mastery > Paralizing Dart (Sentinel) - Recharge reduced from 32s to 24s
    • Epic > Weapon Mastery > Targeting Drone (Scrapper/Stalker) - End Cost reduced from 0.39 to 0.195
    • Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets
    • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
    • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker/Sentinel/VEAT) - Cast Time lowered from 2.67s to 2.33s
    • Patron > Leviathan Mastery > Arctic Breath (Sentinel) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
    • Patron > Leviathan Mastery > Arctic Breath (VEAT) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
    • Patron > Leviathan Mastery > Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT) - Cast time lowered from 2.6 to 1.6s
    • Patron > Leviathan Mastery > School of Sharks (Blaster/Mastermind) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > School of Sharks (Brute/Tanker) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > School of Sharks (Corruptor/Defender) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > School of Sharks (VEAT) - Damage increased from scale 0.935 to scale 1
    • Patron > Leviathan Mastery > Shark Skin (Blaster/Mastermind) - Recharge increased from 4s to 8s
    • Patron > Leviathan Mastery > Shark Skin (Controller/Dominator) - Recharge increased from 4s to 8s
    • Patron > Leviathan Mastery > Shark Skin (Corruptor/Defender) - Recharge increased from 4s to 8s
    • Patron > Leviathan Mastery > Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT) - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Mastermind) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Controller/Dominator) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Scrapper/Stalker) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
    • Patron > Leviathan Mastery > Spirit Shark Jaws (Sentinel) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1. Immobilize should no longer be irresistible
    • Patron > Leviathan Mastery > Summon Coralax (Corruptor/Defender) - Now accepts Immob sets
    • Patron > Leviathan Mastery > Summon Coralax (Sentinel) - Now accepts Universal Damage and Disorient sets
    • Patron > Leviathan Mastery > Summon Guardian (Brute/Tanker) -  Now accepts Immob sets
    • Patron > Leviathan Mastery > Summon Guardian (Scrapper/Stalker) - Now accepts Hold sets
    • Patron > Leviathan Mastery > Summon Guardian (VEAT) - Now accepts Immob
    • Patron > Leviathan Mastery  > Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker) - Recharge reduced from 32s to 24s
    • Patron > Mace Mastery > Mace Blast (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
    • Patron > Mace Mastery > Mace Blast (Scrapper/Stalker) - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32
    • Patron > Mace Mastery > Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind) - Recharge increased from 4s to 8s
    • Patron > Mace Mastery > Summon Tarantula (Sentinel) - This power now accepts Universal Damage sets
    • Patron > Mace Mastery > Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s
    • Patron > Mace Mastery > Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT) - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets
    • Patron > Mu Mastery > Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind) - Recharge increased from 4s to 8s
    • Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 240s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets
    • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker) - Endurance cost increased from 8.58 to 10.66
    • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s
    • Patron > Mu Mastery > Mu Bolts (Scrapper/Stalker) - Recharge increased from 6s to 8s
    • Patron > Mu Mastery > Mu Lightning (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
    • Patron > Mu Mastery > Power Sink (Controller/Corruptor/Defender/Dominator) - No longer accepts Taunt enhancements
    • Patron > Mu Mastery > Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper) - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements
    • Patron > Mu Mastery > Summon Guardian (Dominator) - Power now accepts Hold sets, no longer accepts healing enhancements.
    • Patron > Mu Mastery > Summon Striker (Brute/Tanker/VEAT) - Power now accepts Hold sets, no longer accepts healing enhancements
    • Patron > Mu Mastery > Thunder Strike (Mastermind) - No longer accepts Taunt enhancements
    • Patron > Soul Mastery > Dark Blast (Stalker) - Recharge increased from 6s to 8s
    • Patron > Soul Mastery > Dark Consumption (Dominator) - Power should no longer accept Taunt enhancements
    • Patron > Soul Mastery > Dark Embrace (Blaster/Mastermind) - Recharge increased to 8s
    • Patron > Soul Mastery > Dark Embrace (Defender/Corruptor) - Recharge increased to 8s
    • Patron > Soul Mastery > Dark Embrace (Dominator) - Recharge increased to 8s
    • Patron > Soul Mastery > Darkest Night (Brute/Tank) - Recharge increased from 10s to 20s
    • Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 feet, Target cap lowered from 16 to 10
    • Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 feet, Target cap lowered from 16 to 10
    • Patron > Soul Mastery > Gloom (Brute/Tank) - Recharge increased from 12s to 16s
    • Patron > Soul Mastery > Gloom (VEAT) - Recharge increased from 12s to 16s
    • Patron > Soul Mastery > Midnight Grasp (Sentinel) - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s
    • Patron > Soul Mastery > Oppressive Gloom (Blaster/Mastermind) - Recharge increased from 8s to 16s
    • Patron > Soul Mastery > Soul Drain (Defender/Corruptor) - Moved to T4, target cap increased from 7 to 10
    • Patron > Soul Mastery > Soul Drain (Dominator) - Radius decreased from 15ft to 10ft
    • Patron > Soul Mastery > Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP
    • Patron > Soul Mastery > Soul Storm (Blaster/Mastermind) - Range reduced from 80 to 60ft
    • Patron > Soul Mastery > Soul Storm (Defender/Corruptor) - Moved to T1, range reduced from 80 to 60ft
    • Patron > Soul Mastery > Soul Storm (Sentinel) - Range reduced from 80 to 60ft
    • Patron > Soul Mastery > Soul Storm (Stalker) - Range reduced from 80 to 60ft
    • Patron > Soul Mastery > Summon Mistress (Defender/Corruptor) - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets
    • Patron > Soul Mastery > Summon Seer (Dominator) - Should now accept Immobilize sets
    • Epic > Mind Mastery > Telekinesis: Recharge lowered from 240s to 180s.

     


     

    Arachnos Soldier / Arachnos Widow Updates & Power Customization

    • Arachnos Soldiers and Arachnos Widows are now able to customize the colors of their powers in the Power Customization menu.

    image.thumb.png.cc5ca7f12930fb3529e0495d6f2b8969.png

     

    New Widow Powers:

    • WidowTeamwork_PainTolerance.png.369ae13819d55e6dafa078c91ed40726.png  Pain Tolerance  Auto: Self Res(All DMG but Psi), +MaxHealth
      • Available to Night Widows at Level 1 (after respec).

      • Night Widows who possess Pain Tolerance are resistant to most damage types, and gain additional hit points. This power is always on and costs no Endurance.

    • FortunataTeamwork_FateSealed.png.fca6e3e83c1c332dc1a8416274b7c43c.png  Fate Sealed  Auto: Self +Str(Mez), +Res(Mez), +Special
      • Available to Fortunatas at Level 1 (after respec)

      • Fortunatas who possess Fate Sealed gain resistance to all control effects, empowers their own control attacks, and guarantees their psychic power's secondary effects. This power is always on and costs no Endurance.

      • Owning this power guarantees the secondary effects of Subdue, Telekinetic Blast, and Psionic Tornado

    "Hidden" Changes:

    • Mask Presence and Cloaking Device can now stack with other stealth toggles (similar to Hide for Stalkers)
      • Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas)
    • Critical Damage from Hidden for Bane attacks now do 100% scale damage (previously 67%)
    • Critical Damage from Hidden for Night Widow branch attacks now do 100% scale damage (previously 67%). This affects Slash and Eviscerate, only
    • Placate's cooldown reduced to 35s.

    Alternate Animations Feature:

    • Several powers from the base Arachnos Soldier kit now have alternate animations available in the power customization menu, to visually utilize the Bane Nullifier Mace, or Crab Spider backpack, IF the player has spec'd into the appropriate tree. For example, if a Bane spider chooses the Bane animation for Wide Area Web Grenade, it will use their mace weapon for the attack. However, if a Bane spider chooses the Crab animation for Wide Area Web Grenade, it will instead default to using the rifle animation. This feature has been extended to the following powers:
      • Burst - Now has Crab Longfang alt animation.
      • Wide Area Web Grenade - Now has Bane Grenade and Crab Grenade alt animations.
      • Heavy Burst - Now has Crab Longfang alt animation.
      • Venom Grenade - Now has Bane Grenade and Crab Grenade alt animations (still mutually exclusive to Crab Spider's Venom Grenade).
      • Frag Grenade - Now has Bane and Crab Grenade alt animation (still mutually exclusive to Crab Spider's Frag Grenade).

    Animation Changes:

    • All Mace attack's cast times reduced to 1.67s.
    • Pummel's cast time reduced to 1.17s.
    • Channelgun's cast time reduced to 1s.
    • Longfang's cast time reduced to 1.33s.
    • Psychic Scream's cast time reduced to 2s.
    • Scramble Thought's cast time reduced to 2s.
    • Mind Link's cast time reduced to 2.97s.
    • Frenzy's cast time reduced to 2.23s.
    • Heavy Burst's cast time reduced to 2.5s.
    • PvP Damage adjusted to reflect these cast time changes.

    Other VEAT Changes:

    • Mace Beam's cooldown increased to 6s and damage increased to 1.32 scale.
    • Mace Beam Blast's cooldown increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback.
    • Mace Beam Volley's cooldown increased to 10s and damage increased to 0.824 scale.
    • Wide Area Web Grenade: cooldown decreased from 30s to 20s. End cost increased from 7.28 to 15.6. Radius increased from 10 ft to 25 ft. Target cap increased from 10 to 16.
    • Summon Spiderlings and Call Reinforcements now set to Replace stack type, instead of Ignore (summoning while pets are still alive will now destroy the current pets and replace with new ones).
    • Channelgun's cooldown increased to 5s and damage increased to 1.16 scale.
    • Slice's cooldown increased to 6s and damage increased to 1.32 scale.
    • Longfang's cooldown increased to 10s and damage increased to 1.96 scale.
    • Suppression's defense debuff increased to 10s duration.
    • Arm Lash's defense debuff increased to 10s duration.
    • Frenzy's defense debuff increased to 10s duration. Radius increased to 10' and damage reduced to 1.424 scale, per design formula.
    • Omega Maneuver
      • Cooldown reduced to 240s.
      • Explosion and Taunt subpowers now both have 20' radius and can hit 16 max targets.
      • Stun duration from explosion increased by 25%.
      • Taunt effect now properly enhances (Bug Fix).
      • Taunt effect now works in PvP.
      • Base Accuracy increased from 1.0x to 1.5x.
    • Confront now applies a -75% Range debuff on target for 12s.
    • Mental Blast's cooldown increased to 6s, damage and endurance cost increased accordingly.
    • Scramble Thought's damage is now a growing DoT. It will do 5 ticks for a total of 1.75 scale damage, with the tick's damage sequence set to 0.25, 0.30, 0.35, 0.40, 0.45. Also, this power now does PvP damage.
    • Total Domination's hold duration increased by 50%.
    • Psychic Wail now has a 1.4x accuracy modifier.
    • Night Widow's Psychic Scream
      • Cooldown increased to 20s.
      • Debuff duration doubled to 20s.
      • Max targets increased to 12.
      • Arc widened to 45 degrees, range reduced to 50' and damage increased to 1.4931 scale.
    • Fixed PvP effects in Soldier armors that had their duration set too low (Bug Fix).

     

    Various Power Updates

    Storm Blast

    The changes detailed below make Chain Lightning more consistent of an attack, and the AoE output of Storm Cell more consistent.

    • Chain Lightning:
      • Chain decay per jump is 0.18, down from 0.20.
      • Chain decay caps at 0.64, up from 0.60.
      • Chain fork is now 1,1,1,1,2 instead of 2,2.
      • Sentinel fork is now 1,1,2 instead of 2,2.
      • Chain delay is now 0.3, up from 0.2.
      • Chain radius is now 12', down from 15'.
      • Damage scale now 1 and 0.04x4 over 2.2s, from 0.827 and 0.10x4 over 2.2s.
      • Recharge 16s, down from 20s.
      • Accuracy improved to 1.15, up from 1.0
    • Category Five:
      • Eye Wall targets up to 16, up from 10 for non-Sentinels.
      • Eye Wall is summoned after a 3s delay, down from 5s (same duration, so it now fades out slightly sooner too)
      • Now has 100% proc rate for Storm Cell procs if summoned while active.
      • Delay between Category Five Lightning strikes on the same target increased from 5s to 6s.
    • Storm Cell:
      • Now has 100% proc rate for Category Five lightning if summoned while active.
      • Storm Brewing: Storm Cell Lightning procs have been normalized in Damage and Secondary Effects, the only difference now being their target caps. As you use Storm Blast powers, you gain better and better odds of proccing Split and Spread to consistently hit more targets.
        • Lightning (Split) damage scale now 0.5, down from 0.6.
        • Lightning (Focused) damage scale now 0.5, down from 1.2.
        • Lightning (Spread) damage scale now 0.5, up from 0.3.
      • Delay between Lightning Strikes on the same target is now 1.67s for all, down from 4/3/2s (Focused/Split/Spread).
      • Knockdown and End Drain stats for Lightning normalized to 50% and 5%, respectively.
    • Proc Chances:
      • Gust now has 40% chances to summon Wind or Lightning, up from 20%.
      • Hailstones/Jetstream now has 55% chance, up from 40%.
      • Chain Lightning/Direct Strike/Cloudburst now has 70% chance, up from 60%.
      • Direct Strike (slow) now has 90% chance, up from 80%.
      • Storm Brewing:
        • Starting with Lightning (Focused) for 1 target, you have a 30% chance to proc higher target caps that increases per Lightning Proc activated.
        • After about 6 activations, you will guarantee Lightning (Spread) each proc as long as you keep attacking.

     

    Cold Domination

    This powerset has been using incorrect values for non-Defender archetypes on two key powers, inadvertently boosting its performance beyond what was intended.

    • Sleet
      • Turned into a real pseudopet, inheriting AT modifiers.
        • Controller/Corruptor: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -24%, pet effect set to ignore stacking (multiple pets continue to stack).
        • Mastermind/Dominator: -Res lowered from -30% to -22.5%, -Defense lowered from -30% to -18%, pet effect set to ignore stacking (multiple pets continue to stack).
    • Heat Loss
      • No longer a pseudopet, uses AT modifiers
        • Controller/Corruptor/Mastermind: +Recovery increased from 50% to 62.5%, -Res reduced from 24% to -22.5%.

     

    Storm Summoning

    Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below.

    • Freezing Rain
      • Defender: -Res increased from -35% to -40%.
      • Controller/Corruptor: -Defense lowered from -30% to -24%.
      • Masterminds: -Defense lowered from -30% to -18%.
      • Turned into a real pseudopet, inheriting AT modifiers.

    Symphony Control

    • Reverberant
      • Single target damage output increased.

    Devices - Smoke Grenade

    • -ToHit debuff no longer requires a tohit check.

    Devices - Remote Bomb

    • Time Bomb for Blaster > Devices has been replaced with Remote Bomb.
    • This can be placed on either an enemy or the ground, but once placed activating the power again will manually detonate the bomb. Remote Bomb can be set off the moment it is successfully placed.
    • If the mob that the Remote Bomb was attached to is defeated, the Remote Bomb will fall to the ground at that location.

    Traps - Temporal Bomb

    • Traps for Controllers, Corruptors, and Defenders now has Temporal Bomb instead of Time Bomb.
    • Like with Remote Bomb, this can be placed on Enemies or the floor and then manually detonated.
    • If the mob that the Temporal Bomb was attached to is defeated, the Temporal Bomb will fall to the ground at that location.
    • Unlike Remote Bomb, Temporal Bomb deals much less damage but creates a large Temporal Bubble that slows down enemies and speeds up allies!
      • Temporal Bubble Controller/Corruptor/Defender > Buffs Recharge, Recovery, and Movement speeds by 37.5% while active, debuffs enemy Movement and Recharge by 50% while active.
      • Controller > Deals Scale 0.65 Fire + Scale 0.45 Lethal damage to all enemies (Total 1.1 scale), 100% Chance to knock.
      • Corruptor > Deals Scale 0.9 Fire + Scale 0.6 Lethal damage to all enemies (Total 1.5 scale), 80% Chance to knock.
      • Defender > Deals Scale 0.75 Fire + Scale 0.55 Lethal damage to all enemies (Total 1.3 scale), 80% Chance to knock.

    Traps (Mastermind) - Detonator

    • Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3.
    • Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click!
    • All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss.

    Miscellaneous

    • Thermal Radiation/Melt Armor:
      • Recharge reduced from 150s to 100s.
      • Radius increased from 15' to 20'.
    • Mind Control/Telekinesis:
      • No longer holds.
      • Now Immobilizes.
      • Endurance cost reduced from 3.12 per second to 0.52 per second.
      • Target cap increased to 16.
      • Radius increased to 20'.
      • Recharge increased from 60s to 120s.
      • Will now keep the targets between 40 and 60 feet from the player.
      • Will group enemies close to the main target (i.e. "reverse repel" or "pull towards").
      • Toggle now lasts a max of 30s before auto-shutdown.
      • Now has a chance to Overpower and Dominate, depending on the archetype.
    • Mind Control/Levitate:
      • When your Telekinesis is active, your use of levitate on a Telekinesis-anchored foe will cause your levitate to hit in an AoE and your Telekinesis power will be deactivated.
      • Power can now be used on the primary target of Telekinesis regardless if the target is dead or alive
    • Mind Control/Telekinesis:
      • Telekinesis: Recharge lowered from 120s to 90s
    • Sonic Resonance/Liquefy:
      • Cooldown reduced from 300s to 150s.
      • Turned into a real pseudopet, inheriting AT modifiers.
    • Nature Affinity/Lifegiving Spores:
      • Turned into a real pseudopet, inheriting AT modifiers.
    • Flight > Evasive Maneuvers and Peacebringer > Quantum Maneuvers:
      • This power has reduced its activation period from 0.5s to 0.2s and reduced the power effects duration from 0.75s to 0.25s. This will make the flight disabling of other powers more responsive, as you don't linger in flight for more than a quarter-second.
    • Fire Control > Bonfire:
      • Knockdown rate has been reduced while using KB2KD enhancements. Pulse rate doubled.
      • Pulse rate doubled.
      • Damage now requires a to-hit check.
      • Power now accepts Accuracy enhancements.
    • Thunder Strike consistency pass (All versions except Dominators)
      • Recharge increased from 18s to 20s.
      • Radius increased from 7' to 10'.
      • Endurance cost increased from 10.192 to 18.512.
      • Cast time reduced from 3.3s to 2.53s.
      • Main target damage increased from scale 2.38 to scale 2.98.
      • Secondary target damage set to scale 0.42.
      • Epic versions of this power has 40s cooldown and 23.14 endurance cost.
    • Dark Miasma > Shadow Fall: Now only affects teammates and leaguemates.
    • Storm Summoning > Steamy Mist: Now only affects teammates and leaguemates.
    • Cold Domination > Arctic Fog: Now only affects teammates and leaguemates.
    • Immobilize Powers: All player and critter immobilize powers that applied both kb resistance and kb protection to their targets will no longer provide kb protection. This protection combined with the resistance made targets practically immune to kb mitigation. Now foes will be knocked down.

    PvP Changes

    • Main Target Only (MTO) bonus damage: Cones and Targeted AoE attacks for all VEAT powers and Melee powerset powers now do additional damage to the main target. This bonus damage combined with the original AoE damage is equivalent to single target damage per the design formula
    • Kinetic Melee and Spines: These powersets had many of its powers' damage scales corrected per the design formula.
    • Burn: Now does PvP damage with its upfront burst (Blasters already did this)
    • PvP Recipes: Now uses recipe display names instead of enhancement display names
    • Miscellaneous:
      • Night Widow's Elude now has an elusivity effect in PvP
    • Bug Fixes:
      • Cross Punch: Had its MTO bonus damage corrected to no longer include synergy
      • Various Melee attacks had their PvP damage corrected per design formula

     

    Power Bug Fixes

    •  General sweep over endurance costs per formula, defense type checks, cooldowns, and power descriptor texts:
    Spoiler

    Endurance Costs

    • Increased Earth Manipulation - Salt Crystals from 13 to 15.6.
    • Increased Martial Combat - Eagles Claw from 11.856 to 16.848.
    • Decreased Mental Manipulation - Subdual from 8.528 to 7.8.
    • Increased Mental Manipulation - Psychic Shockwave from 10.192 to 18.512.
    • Increased Entangle, Electron Shackles, Time Wall from 5.2 to 7.8 (Plant, Atomic, Temporal Manipulation).
    • Decreased Martial Assault - Explosive Shuriken from 15.184 to 11.856.
    • Decreased Seismic Blast - Gravestone from 14.352 to 11.856.
    • Adjusted Broad Sword - Whirling Sword from 13.52 and scale 1.18 dmg to 13 and scale 1.0 dmg to match Scrapper and Brute versions (Tanker).
    • Decreased Dark Melee - Siphon Life from 11.96 to 10.192 (Tankers only).
    • Increased Dual Pistols - Pistols from 4.16 to 5.2 (All versions).
    • Decreased Ice Blast - Bitter Ice Blast from 13 to 11.856 (All versions).
    • Increased Ice Blast - Freeze Ray from 6.864 to 10.192 (All versions).
    • Increased Dual Blades - Vengeful Slice from 6.8224 to 8.528 (All versions).
    • Increased Staff Fighting - Innocuous Strikes from 8.528 to 10.192 (All versions).
    • Increased Electrical Affinity - Shock from 8 to 8.528 (All versions except Mastermind, set to 10.66).
    • Decreased Martial Arts - Storm Kick from 7.0044 to 6.864 (All versions).
    • Increased Spines - Impale from 5.2 to 8.528 (All versions).
    • Increased Symphony Control - Confounding Chant from 10.4 to 15.6 (All versions).


    Miscellaneous

    • Fixed Mind Probe being affected by range buffs/debuffs (Mental Manipulation, Psionic Assault, Sentinel Psionic Mastery).
    • Fixed various patron pool powers accepting/not accepting correct enhancements and/or IO sets.
    • Stone Armor/Mud Pots (Tanker): Now accepts Taunt Sets
    • Fixed power icon for Sentinel Mace Mastery - Pulverize.
    • Fixed Tactical Arrow - Electrified Net Arrow not checking energy defense.
    • Fixed Temporal Manipulation - Aging Touch checking energy instead of psionic defense.
    • Corrosive Enzymes, Envenom, Neurotoxic Breath, Paralytic Poison, Weaken now check toxic defense (Nature Affinity, Poison, All versions).
    • Fixed Martial Assault - Masterful Throw checking negative instead of lethal defense.
    • Fixed Energy Blast - Power Blast recharge; was 7s, should be 8s (Sentinels only).
    • Fixed Energy Blast - Power Burst recharge; was 10s, should be 11s (Sentinels only).
    • Fixed Radiation Blast - Cosmic Burst recharge; was 10s, should be 11s (Sentinels only).
    • Fixed Spines - Spine Burst recharge; was 15s, should be 16s (Stalkers only).
    • Radiation Emission - Enervating Field power icon exchanged with Radiation Infection's
    • Fixed Fold Space - No longer can be used while shapeshifted


    Descriptions

    • Fixed Atomic Manipulation - Electron Shackles missing info it does -defense.
    • Fixed Atomic Manipulation - Proton Cell incorrectly describing it does -tohit instead of -defense.
    • Fixed Atomic Manipulation - Radioactive Cloud missing info it does immobilize.
    • Fixed Tactical Arrow - ESD Arrow missing info it does -endurance.
    • Fixed Tactical Arrow - Eagle Eye incorrectly describing it does +special.
    • Fixed Tactical Arrow - Glue Arrow missing info it does Toxic DoT, -fly and -jump.
    • Fixed Tactical Arrow - Ice Arrow missing info it does Cold DoT.
    • Fixed Temporal Manipulation powers using wrong names in descriptions, omitting secondary effects from short help.
    • Fixed Plant Manipulation - Wild Fortress not clarifying it's a toggle.
    • Fixed Plant Manipulation - Ripper incorrectly describing it does -speed.
    • Fixed Dark Armor - Obscure Sustenance missing info it does heal (Sentinel).
    • Fixed Dark Armor - Tenebrous Regeneration incorrectly describing it does immobilization resistance (Sentinel).
    • Fixed Fire Blast - Blazing Blast missing info it does knockback/repel (Sentinel).
    • Fixed Symphony Control - Enfeebling Lullaby missing info it does -damage.
    • Clarified Energy Aura - Repelling Force defense is against typed damage instead of all (Sentinel).
    • Fixed Invulnerability - Durability incorrectly describing it does +maxhp instead of +absorb (Sentinel).
    • Fixed Assault Rifle - Disorienting Shot incorrectly describing it does minor damage and has a long cooldown (Sentinel).

     

     

    Blasters

    Atomic Manipulation:

    • Proton Cell no longer accepts to-hit debuff/accurate to-hit debuff enhancements and sets. It now takes defense debuff/accurate defense debuff enhancements and sets. This is how the power has always worked, but had wrong slotting options. Electron Shackles now accepts defense debuff/accurate defense debuff enhancements and sets.

    Ice Manipulation:

    • Restored cold continuing fx to Frozen Fists and Ice Sword.

    Mental Manipulation:

    • Fixed pstrings displaying for Scare custom fx.

    Martial Combat/Reaction Time:

    • This power's self buffs are no longer resistible.

    Brutes

    Street Justice/Shin Breaker:

    • Added speed and defense debuff effects.

    Dark Armor/Dark Embrace:

    • Fixed NoFade FX using default FX.

    Invulnerability/Temp Invulnerability:

    • Lethal resistance not suppressing when mezzed was fixed.

    Corruptors

    Dual Pistols/Suppressive Fire

    • Now redirects to correct power

    Dominators

    Icy Assault

    • Restored cold continuing fx to Ice Bolt, Ice Sword, Ice Sword Circle, Ice Blast, Frost Breath, and Bitter Ice Blast.

    Epic Pools

    Stalkers

    • Epic power info should no longer display Fiery Embrace attributes

    Scrappers

    • Added missing Fiery Embrace damage to all scrapper epic pools

    Various

    • Fixed several epic pool powers not disabling during no-pool and no-epic challenge modes

    Incarnates

    Judgment powers

    • Fixed a bug where these powers were inheriting procs that were specifically flagged not to work on Judgment powers.

    Lore

    • Fixed Robotics Drone lore pet displaying in Polar Lights lore pet group.

    Masterminds

    Demon Summoning

    • Restored cold continuing fx to Cold Demonling's Ice Bolt, Ice Blast, and Frost Breath, and to Demon Prince's Ice Blast.

    Peacebringers:

    Luminous Blast:

    • Fixed Radiant Strike and Incandescent Strike being affected by range buffs/debuffs.
    • Fixed Bright Nova's tail from displaying in Light Form.
    • Fixed Bright Nova's tail displaying briefly after transforming back.

    Sentinels:

    Dark Blast/Umbral Torrent:

    • Increased Dark Blast - Umbral Torrent from scale 0.96 to scale 1.28 dmg.

    Fiery Aura/Molten Embrace:

    • Fixed Molten Embrace using wrong fx causing it to appear white.

    Fire Blast/Blazing Blast:

    • Increased Fire Blast - Blazing Blast from scale 0.912 dmg to scale 1.0 dmg; also increased DoT from 0.0977 per tick to 0.0985 per tick (Sentinels only).

    Ice Armor/Frost Protection:

    • Fixed ability to be slotted with recharge enhancements; it is an auto power.

    Ice Blast/Chilling Ray:

    • Removed smashing self damage defiance buff.

    Bio Armor/Genomic Evolution:

    • Fixed max endurance buff.

    Energy Aura/Power Armor

    • Fixed Energy Aura - Power Armor having gap in auto effect where MaxHP and resistance is lost.

    Stalkers:

    Ninjitsu/Kuji-In Sha:

    • No longer ignores global recharge buffs.

    Warshades:

    Umbral Blast:

    • Fixed Dark Nova's tail displaying briefly after transforming back.

    Various Archetypes:

    Savage Leap, Touch of Fear, and Fault

    • These powers use execute power effects in their implementation, which were negatively affected by its "housing" power notifying enemies (e.g. Hidden status would break before the executed attack would fire - causing failure for hidden critical hits). The "housing" power no longer notifies enemies, fixing this bug.

    Twilight Grasp (Critters and Pets)

    • No longer uses -regen debuff effects intended for PvP. These effects will now always do -50% regeneration.

    Burn

    • Now does PvP damage with its upfront burst (Blasters already did this).

    Beam Rifle

    • Fixed Single Shot using wrong animation while flying.

    Dual Pistols

    • Fixed Piercing Rounds' power description to reflect the resistance debuff is no longer removed when swapping ammo types (not a mechanical change, the resistance debuff mutual exclusivity was removed last page).

    Elixir of Life

    • No longer flagged to ignore outside buffs. Instead, it will ignore all outside damage buffs. This fixes a bug where outside recharge buffs did not affect this power's cooldown.

    Fiery Aura

    • Added highlight icon to Phoenix Rising. Shows extreme AoE damage when alive and self-rez when dead.

    Ice Blast

    • Restored cold continuing fx to Ice Bolt, Ice Blast, Frost Breath, and Bitter Ice Blast.

    Ice Melee

    • Restored cold continuing fx to Frozen Fists and Ice Sword.

    Pain Domination

    • Fixed the FX of Enforce Morale attaching to the wrong hand.

    Shield Defense

    • Fixed Taunt when paired with Shield using beatchest sfx instead of normal taunt sfx.

    Spines

    • Fixed Ripper animation time not matching minimum sequencer frames (the power was never actually animating at 2.17s) (Spines, Plant Manipulation, Thorny Assault).

    Scourging Blast (Enhancement Proc)

    • Now ignores combat levels.

    Storm Blast

    • Direct Strike now accepts interrupt time enhancements.

    Temporary Powers

    • Toy Bat can no longer be used in Pocket D.
    • Charges for the Toy Bat power can be purchased from S.T.A.R.T. vendors for 100,000 influence.
    • Toy Bat now uses the correct power icon: Temporary_SillyBat.png.459825db74abbd94226d6972704bed4f.png
    • Toy Bat now makes a silly sound when hitting a target.

    Traps

    • Fixed Web Grenade not accepting slow IO set enhancements for Defenders, Controllers, and Corruptors.

    Vanity Pets

    • Vanguard MVAS standardized to be unselectable and without collision like all other vanity pets.

    "Cancel On Damage" Flag

    • Effects flagged to cancel when damaged will now properly cancel. This affects both player and critter powers, most notably:
      • Placate power's Hidden status and stealth effects
      • Perception debuff effects used by critters in PvE and by players in PvP (e.g. Smoke Grenade, Flash Arrow, etc).
    • Related to this, various critter powers were missing Cancel on Damage flags.
      • Fixed Crey Eliminator Tear Gas Grenade, Immunes Engineer Tear Gas Grenade, and Doppelganger Ninja Training Blinding Powder missing their Cancel On Damage flag.
      • Placate (stalker, bane and widow versions) powers now grant hide for 5s that cant be broken by damage in addition to a 10s hide that cancels if damaged. Both of these durations run at once, so the max duration is always 10s.
      • Stalker Guile proc now grant hide for 3s that cant be broken by damage in addition to a 10s hide that cancels if damaged. Both of these durations run at once, so the max duration is always 10s.
    • Also related to this:
      • Axe Cyclone has its cancel event flag removed from the repel effect. However, other concerns of this power materialized from a previous bug fix on this power, but those will be addressed in a later page.

     

    High-Level Council Revamp

    screenshot_231114-10-37-01.thumb.jpg.1a345b5a54894251e19525c0f87a6f91.jpg

     The Council is stepping up their game!  

    Galaxy Division

    • Overhauled Galaxy critter power suites; now at levels 40-54, they are modeled as Warshade versions of PPD Awakened.

    Nebula, Penumbra, Vortex Divisions

    • Martial Arts' animations modernized with up-to-date animations and secondary effects, and given chance for critical hit.
    • Added Rocket/Grenade variant minions back to levels 25-54.
    • Shifted Vortex faction level to encourage more group diversity while leveling; Vortex now spawn 20-24, Vortex Elite 25-29, and Vortex Cor Leonis 30+, spawndefs adjusted accordingly.

    Vampyr Division

    • Updated Dark Equinox Archon powersuite after revamped Galaxy Archon Umbral Blast powers and added to level 35-54 range with spawnlimit 1.

    Nightwolf Division

    • Added Nightwolf transformation lycanthropy to more bosses/lieutenants at levels 25-54 with spawnlimit 1.
    • Nightwolf transformation now has 10% chance to instead spawn a Nyctwolf with Black Dwarf power suite.

    Archvillains

    • Maestro's powersuite updated to use Symphony Control powers alongside Sonic Blast.

    Various

    • Added two new spawndefs to level 40-54 range Council, extended a spawndef with Nightwolves/Vampyr up to 54.
    • Adjusted zone/mission spawndefs to account for new critters.
    • Fixed various Council bosses spawning in TFs at -1 level.
    • Fixed an issue with the Council Supersoldier not properly being granted Hurl.

     

    High-Level Circle of Thorns Revamp

    screenshot_231114-10-31-38.thumb.jpg.d1380f59cc712f3f0803de794ad9a5af.jpg

     Those darn pesky Oranbegans! 

    Thorn Casters:

    • Two new minion Thorn Casters at level 50+ replace Ice Thorn Casters:
      • Blizzard Thorn Caster with Storm Blast.
      • Magma Thorn Caster with lava-themed Seismic Blast.

    Spectres

    • New minion Spectres at level 41+ with Spectral Daemon Lord power suite.
    • New lieutenant Spectres at level 41+ with Nerva Spectral Daemon power suite, and some additional attacks.

    Demons

    • New lieutenant Hellfrost Lords at level 36+ with cold-themed Thorny Assault power suite.
    • Succubus lieutenants now spawn at level 46+, with slightly adjusted Succubus power suite.

    Bosses

    • Created high-level versions of Madness, Ruin, and Agony Mages at 45+ with additional powers

    Various

    • Tar, Quick Sand, and Earthquake debuff patches now display a status text string below your buff icons when you're being affected by them.
    • Added new base CoT resistance to all humanoid CoT critters.
    • Created new CoT mission spawndefs and updated existing CoT zone spawndefs.

     

    Giant Monster Balancing Pass

    • Giant Monsters have been given a comprehensive balance sweep to make them less trivial for groups in Homecoming's power environment.
    • All outdoor Giant Monsters (excluding Lusca) have been granted additional maximum HP.
    • General resistance adjustments.
    • Increased magnitudes on Giant Monster's offensive Mez effects.
    • Model size adjustments to certain Giant Monsters to be bigger and easier to see in groups.
    • Most summon powers now summon an increased number of enemies or calculate based on the amount of participants fighting.
    • Some Giant Monsters have been given additional powers, including telegraphed abilities and other mechanics. Some existing abilities have been re-tuned to provide this same value.

     

    New Vanity Pets

    Giant Monster Mini Pets & Monstrous Aether

    • The following Giant Monsters found in city zones now have a 10% chance of dropping an invention recipe of a miniature version of themselves. This chance is rolled individually per character who received credit and is tied to the same drop table as the Reward Merits.
      • Adamastor
      • Arachnos Flyer
      • Babbage
      • Caleb
      • Clockwork Paladin
      • Council Goliath War Walker
      • Deathsurge
      • Eochai
      • Ghost of Scrapyard
      • Jack In Irons
      • Jurassik
      • Kraken
      • Kronos Titan
      • Lusca
      • Sally
      • Seed of Hamidon (Seedling)
      • U'kon Gr'ai
    • NOTE: Only the zone version of these giant monsters drop the pet invention recipes.
    • These invention recipes are not bound and can be freely traded or sold on the Auction House once acquired.

    pets.thumb.jpg.21bdfcd4d21e8e494957772276c90f9b.jpg

     Which monster is your favorite? 

    • Giant Monsters that drop Reward Merits now also drop up to three(1-3) Monstrous Aether salvage (amount depends on the specific GM defeated).

    salvage_UnstableAetherParticle.png.99ddbee3347a2ffb8222eb027eb51c5a.png

     Monstrous Aether 

    • Monstrous Aether is account bound and can only be transferred to other characters on the same account and cannot be stored in SG base bins; It can be held one-thousand (1,000) at a time.
    • Monstrous Aether can be converted at any BenevoLabs Hologram vendors into the following:
      • Trade ten(10) Monstrous Aether for one(1) random Giant Monster mini pet invention recipe from any of the listed above.
      • Convert three(3) Monstrous Aether into one(1) Prismatic Aether.

    S.T.A.R.T. Vendor:

    • Added six new non-combat vanity pets to the S.T.A.R.T. vendor's offerings, standard pricing:
      • Inherent_ArachnosDronePet.png.10b3b6cc2d6325e86bdd4d43ea24a30b.png Pet: Arachnos Drone
      • Inherent_CameraDronePet.png.90fd017abd875f5f59e62787143db195.png Pet: Camera Drone (Arena spectator model)
      • Inherent_PoliceDronePet.png.7de0874d3ba896051ba9761addc4d529.png Pet: Police Drone
      • Inherent_BattleOrbPet.png.074d032e5a2214f988cfbf3a108ba5d9.png Pet: Praetorian Battle Orb
      • Inherent_RiktiDronePet.png.319389dfe7f234c0cee3e36e710fb4c4.png Pet: Rikti Drone
      • Inherent_MysticLanternPet.png.12e571fa92c34b8fde64077601e7bc1d.png Pet: Mystic Lantern

    Hamidon Bud:

    • Hamidon Bud pet invention recipe has been added as a 0.4% chance drop from each Hamidon Mitochondria & Hamidon Bud enemy defeated from Hamidon raids.
    • This drop chance is calculated individually per qualifying player, per defeat.
      • NOTE: The mission versions found in the Lady Grey's Task Force do not drop the recipe.
      • This mini pet recipe is not bound and can be freely traded or sold on the Auction House once acquired.

     


    Character Customization Improvements


     

    Costumes

     

    image.thumb.png.9348e8a6069522383a1cba98bc40b083.png

     

    New Costume Parts

    • Added 'Gold Bricker' preset to the costume menu set offerings.

    Male / Female / Huge:

    • Patterns > Chest, Gloves, Hips, Boots > "Bars" (Contribution by @Marbing)
    • Patterns > Chest, Gloves, Hips, Boots > "Technopath" (Contribution by @Marbing)
    • Patterns > Chest, Gloves, Hips, Boots > "Paragon Protector"
    • Head > Full Helmet > "Paragon Protector"
    • Head > Hats > "Plague Doctor 1"
    • Head > Hats > "Plague Doctor 2"
    • Head > Detail 1 > "Plague Doctor"
    • Head > Half Helmets > Helmets > "Modern Beret"
    • Head > Half Helmets > Helmets > "ACH Helmet Tintable 1"
    • Head > Half Helmets > Helmets > "ACH Helmet Tintable 2"
    • Head > Half Helmets > Helmets > "ACH Helmet 1-8"
    • Head > Half Helmets > Helmet Detail 1 > "Modern Beret Flash"
    • Head > Half Helmets > Helmet Detail 2 > "Modern Beret Detail 1-13"
    • Head > Floating Heads > Eyeball > "Basic"
    • Head > Floating Heads > Eyeball > "Glowing"
    • Head > Floating Heads > Eyeball > "Evil"
    • Head > Floating Heads > Skull 1 > "Glowing"
    • Head > Floating Heads > Skull 1 > "Evil"
    • Head > Floating Heads > Skull 2 > "Glowing"
    • Head > Floating Heads > Skull 2 > "Evil"
    • Head > Floating Heads > Skull 3 > "Glowing"
    • Head > Floating Heads > Skull 3 > "Evil"
    • Head > Think Tank > Eyeball > "Basic"
    • Head > Think Tank > Eyeball > "Glowing"
    • Head > Think Tank > Eyeball > "Evil"
    • Head > Think Tank > Skull 1 > "Basic"
    • Head > Think Tank > Skull 1 > "Glowing"
    • Head > Think Tank > Skull 1 > "Evil"
    • Head > Think Tank > Skull 2 > "Basic"
    • Head > Think Tank > Skull 2 > "Glowing"
    • Head > Think Tank > Skull 2 > "Evil"
    • Head > Think Tank > Skull 3 > "Basic"
    • Head > Think Tank > Skull 3 > "Glowing"
    • Head > Think Tank > Skull 3 > "Evil"
    • Head > Think Tank > Skull 4 > "Basic"
    • Head > Think Tank > Rubber Duck > "Friendly"
    • Head > Think Tank > Rubber Duck > "Evil"
    • Shoulders > Ornate Skulls > "Glow"
    • Shoulders > Ornate Skulls > "Metallic Glow"
    • Shoulders > Half Skulls > "Glow"
    • Shoulders > Half Skulls > "Metallic Glow"
    • Shoulders > Fanged Skulls > "Glow"
    • Shoulders > Fanged Skulls > "Metallic Glow"
    • Shoulders > Large Fanged Skull > "Glow"
    • Shoulders > Large Fanged Skull > "Metallic Glow"
    • Shoulders > Large Skull > "Glow"
    • Shoulders > Large Skull > "Metallic Glow"
    • Shoulders > Ribs + Skulls > "Glow"
    • Shoulders > Ribs + Skulls > "Metallic Glow"
    • Shoulders > Spines + Skulls > "Glow"
    • Shoulders > Spines + Skulls > "Metallic Glow"
    • Shoulders > Ilium + Skulls > "Glow"
    • Shoulders > Ilium + Skulls > "Metallic Glow"
    • Belt > Skull > "Glow"
    • Belt > Skull > "Metallic Glow"
    • Belt > Fanged Skull > "Glow"
    • Belt > Fanged Skull > "Metallic Glow"
    • Belt > Lone Skull > "Glow"
    • Belt > Lone Skull > "Metallic Glow"
    • Belt > Headhunter > "Glow"
    • Belt > Headhunter > "Metallic Glow"
    • Gloves > "Advanced Clockwork Blaster"
    • Various > Clockwork > "Rusted Clockwork" - Texture added to all existing Praetorian Clockwork parts except faces.
    • Backpacks > "Tech Knight Quiver 2" - Offset to the right to allow for a holstered bow to rest on the left shoulder alongside it.
    • Backpacks > "Clockwork"
    • Backpacks > "Rusted Clockwork"
    • Backpacks > "Clockwork Winder"

    Male:

    • Head > Detail 1 > "Sweetheart 1"
    • Head > Detail 1 > "Sweetheart 1 (High)"
    • Head > Detail 1 > "Sweetheart 1 (Low)"
    • Head > Detail 1 > "Sweetheart 1S"
    • Head > Detail 1 > "Sweetheart 1S (High)"
    • Head > Detail 1 > "Sweetheart 1S (Low)"
    • Head > Detail 2 > "Plague Doctor"

    Female:

    • Upper Body > Roman Sybil > "Roman Sybil 1"
    • Upper Body > Roman Sybil > "Roman Sybil 2"
    • Head > Detail 2 > "Plague Doctor"

    Huge:

    • Head > Detail 1 > "Sweetheart 1"
    • Head > Detail 1 > "Sweetheart 1 (High)"
    • Head > Detail 1 > "Sweetheart 1 (Low)"
    • Head > Detail 1 > "Sweetheart 1S"
    • Head > Detail 1 > "Sweetheart 1S (High)"
    • Head > Detail 1 > "Sweetheart 1S (Low)"

    Snakeskin Capes:

    These are available for all body types after earning the Mongoose badge (for defeating 50 Snakes).

    • Capes > Collars > "Mongoose: Snakeman"
    • Capes > Collars > "Mongoose: Snakeskin"
    • Capes > Collars > "Mongoose: Stheno"
    • Capes > "Mongoose: Snakeman (Viper)"
    • Capes > "Mongoose: Snakeman (Mamba)"
    • Capes > "Mongoose: Snakeman (Cobra)"
    • Capes > "Mongoose: Snakeskin (Viper)"
    • Capes > "Mongoose: Snakeskin (Mamba)"
    • Capes > "Mongoose: Snakeskin (Cobra)"
    • Capes > "Mongoose: Stheno (Viper)"
    • Capes > "Mongoose: Stheno (Mamba)"
    • Capes > "Mongoose: Stheno (Cobra)"
    • VEATS > Capes > "Mongoose: Snakeman (Arachnos)"
    • VEATS > Capes > "Mongoose: Snakeskin (Arachnos)"
    • VEATS > Capes > "Mongoose: Stheno (Arachnos)"
    Quote

    Our intent is that all legacy costume parts are available from the outset, including any previously unavailable parts (like the Sybil outfit). Occasionally we will opt for new content to be unlockable. There's absolutely a benefit to having a (very small) portion of content discoverable and acquirable in the game, instead of available from the outset. The game is full of things that get unlocked in differing ways - Accolade powers, Aether costumes, and (new in this update) the Giant Monster minipets. This was the case during the live era too, we're just starting again with a blank slate.

     

    For the Snakeskin capes specifically, it's our intent to make it an account-wide unlock eventually, but there are some underlying technical issues preventing it at the moment. It's not a simple problem though, so it may take some to overcome.

     

    Costume Bug Fixes:

    Female:

    • Upper Body > Jackets/Sleeveless Jackets > Chest > "Spectrum" was missing and has been added.
    • Upper Body > Jackets > Gloves > "Gold Bricker" can now be used with jacket sleeves and trench coat.
    • Widow > Pants > "Blood Widow" adjusted texture around inner knee.

    Male:

    • Upper Body > Shirts > Asymmetric Gloves > "Aeon Tech" right glove should now display properly.

    Male, Huge:

    • Lower Body > Boots (All) > "Victorian Steampunk (Legacy)" was added to restore previous tinting appearance.
    • Upper Body > Baggy > Chest Details > "Resistance Strap" was removed from baggy category as it uses the tights version by mistake (a baggy version does not exist).

    Male, Female, Huge:

    • Head > Full Helmets > Chitin Helm > "Masks" should now work properly.
      • If you have a lot of Chitin helmet costumes (for those that reported this issue), you can open your .costume files and update the texture path to include '!face_' before the pattern name so it passes validation when loading.
    • Upper Body > Tight > Chest Details > "Resistance Strap" fixed 2 color tint for leather and metal detail.
    • Upper Body > Jackets/Sleeveless Jackets > Chest Detail > Under > "Void Sanction" was missing and has been added.
    • Fixed capitalization typo in "Chaos LEather" pattern name.

     

    Custom Weapons

    • All weapon sets currently in the game now have sheathed/holstered weapon support. Yay! 🎉

     

    Holstered Bows

    • Holstered Bows toggle option now available.


    Holstered Beam Rifles

    •  Holstered Beam Rifles toggle option now available.


    Holstered Pulse Rifles

    • Pulse Rifle has been folded into the Assault Rifle/Munition Rifle FX and it now has access to all of the same weapon models as those sets.
    • Holstered Pulse Rifles toggle option now available.


    Holstered Dual Pistols

    • Holstered Dual Pistols toggle option now available.

     

    New Custom Weapons

    • The following weapon models have been added as custom weapon options:

    Arachnos Mace

    • Rikti Bladerifle

    Arachnos / Assault / Munitions / Pulse Rifles

    • Devastator
    • Shard Cannon
    • Shock Rifle

    Broadsword

    • Red Cap Dagger
    • Thorn Blade 2
    • Circle of Thorns Sword

    Beam Rifle

    • Legacy Assault Rifle
    • Assault Rifle
    • Legacy Merc. Assault Weapon
    • Merc. Assault Weapon
    • Silenced Merc. Assault Weapon
    • Mk. II Merc. Assault Weapon
    • Military Assault Rifle
    • Sniper Rifle
    • Malta Sniper Rifle
    • Tommy Gun
    • Council Assault Weapon
    • Council Sub-Machine Gun
    • Nemesis Rifle
    • Nemesis Rifle 2
    • Vanguard Rifle w/Bayonet
    • Elite Vanguard Rifle w/Bayonet
    • Crey Laser Rifle
    • Crey Pulse Blaster
    • Rikti Blaster
    • Rikti Cannon

    Dual Pistols

    • Praetorian Resistance Blaster
    • Rikti Blaster
    • Crey Pistol
    • Circle of Thorns Crossbow
    • Hand Crossbow

     


     

    Customization Options

    • The two accolade powers that have weapon models can now be customized from the Power Customization menu.

    Crey CBX-9 Pistol

    • Original (Default)
    • Tintable
    • Semi-Automatic Pistol
    • Revolver
    • Malta Sidearm
    • Arachnos Pistol
    • Rikti Blaster

    Stolen Immobilizer Ray

    • Original (Default)
    • Tintable
    • Shotgun
    • Canister Gun
    • Malta Launcher
    • Orestes Rifle
    • Rikti Entangler

     

    Claws & Spines

    • Legacy Spines > Barb Swipe and Claws > Swipe flail animations added as alternative animations for Spines > Ripper and Claws > Eviscerate.

     

    Teleport & Combat Teleport

    • Several new alternate Teleport customization options added:
      • Murder of Crows
      • Rikti
      • Smoke Bomb
      • Tornado

     

    Customization Fixes

    • Teleport: Restored original colors for "Power Customization > Teleport > Original"

     


    Various Additions, Enhancements, & Fixes


    Badges

    New Badges

    Accolade

    • image.pngStowaway - Complete all villain-alignment story arcs on Striga Isle.

    Accomplishment

    • badge_i27_accomplishment_stationescape.png.2f9820d4f1bdf183fc71975425ed3b56.png  Doesn't Look At Explosions - Successfully complete the ending sequence of Advanced Mode of the Lady Grey's Task Force.
    • faceturnsmall.png.cc51145586fc8407619ebae5506c82f8.pngFace Turn - Complete Piecemeal's Personal Story.

    Achievement

    • badge_i27_atduplication.png.0ea3bb1c96ad8fa5c12ffdc8b4ab871c.png Mirror Image - Complete Task Force content on a team that qualifies for Archetype Duplication.
    • badge_i27_rolediversity_hero.png.ffd4ab0254f9523e1a24bc87ca5ac34d.png / badge_i27_rolediversity_villain.png.1f8384890d9ec63fe3f27612178cef6f.png Variety Act - Complete Task Force content on a team that qualifies for Role Diversity.

    Defeat

    • badge_i27_defeat_rikti_deltamonkeys.png.140be2abfceff0726ff6d04b7671e8bb.png  Zookeeper Omega - Defeat the new boss encounter in the Advanced Mode of the Lady Grey's Task Force.

    Exploration

    • Badge_tourist_01.png.b3cddeaa49ef12f8f6c00e660a1bac8c.png Party Animal - Visit Pocket D, Studio 55, and the Paragon Dance Party.

    History

    • Badge_History_Bicentennial.png.8489f4f8947d240142d580014248ab11.png  Bicentennial - Celebrate the 200 year history of Paragon City with this history badge spanning 20 plaques scattered around the various zones:
      • 1. 200 Years of Paragon - Kings' Row
      • 2. South End Rail Riot - Independence Port
      • 3. World War 2 - Independence Port
      • 4. Statesman - Kings' Row
      • 5. The Great Depression - Kings' Row
      • 6. Terra Volta - Terra Volta
      • 7. Paragon Times - Steel Canyon
      • 8. Rudolph Augustus Seifert - Atlas Park
      • 9. Cold War Paragon - Brickstown
      • 10. Paragon Pride - Kallisti Wharf
      • 11. The Spirit of Freedom - Atlas Park
      • 12. Hamidon - Founders' Falls
      • 13. The Outbreak - The Hollows
      • 14. The Ferry - Peregrine Island
      • 15. Vietnam War - Atlas Park
      • 16. Brass Monday - Steel Canyon
      • 17. Humanitarian Activities - Skyway City
      • 18. Rikti War - Founders' Falls
      • 19. Galaxy City - Perez Park
      • 20. Dark Astoria - Talos Island

     

    Badge Fixes & Adjustments

    Accolades

    • Born in Battle - Fixed badge meter not tracking progress correctly.
    • High Pain Threshold - Fixed accolade referencing needing Relentless badge instead of The Unbroken Spirit.

     

    Defeats

    • Spider Smasher - Fixed female Wolf Spider Huntsmen not counting towards badge progress.
    • Cap Buster - Now properly displays the badge's hint after a single Red Cap defeat, instead of after 20.
    • Believer - Now only requires a single Sally defeat, instead of two.
    • Weed Whacker - Badge hint now properly states to defeat 50 Succubus or Hellfrost.
    • Infiltrator - Fixed to count defeats of radiation and psychic Paragon Protector Elites.
    • Hellspawned - Fixed to count the minion Damned in the Dr. Aeon Strike Force.
    • Gravedigger - Fixed to count the Zoombie Bomb Cadavers found in Agent Watkin's Story Arc.
    • Fixed female Skulls not counting towards various Skulls defeat badge progress.

     

    Exploration

    • Rookie - Moved from Echo: Atlas Park to Atlas Park (128.5 16.4 -233.0)
    • Silent Sentinel - Moved from Atlas Park to Echo: Atlas Park (-608, 70, -1890)

     


     

    Emotes

    New Emotes

    • /e donut6
      • (Drenched Donuts has partnered with Choco Mints candy to produce a minty chocolate crumble variety of donut, adding to their line of flavors.)
    • /e PocketDog (/e PocketHotDog, /e JumboDeluxePocketDog).
      • (Dancing the night away requires lots of calories. This juicy, grilled-to-perfection 'Deluxe' Pocket Dog is DJ Zero's latest offering on the Pocket D menu!)
    • /e JumboDog (/e JumboHotDog)
    • /e Onigiri
    • /e PumpkinMug (/e pumpkinmug1)
    • /e Smartphone
    • /e Cameraphone
    • /e Text
    • /e Smartphone2 (legacy model)
    • /e Cameraphone2 (legacy model)
    • /e Text2 (legacy model)

    Emote Fixes

    • (/e sitchair) alias added for /e Sitchair1
    • Fixed the right lower leg position on the drinking mug animation, which caused some tall boots to clip into the leg.

     

    Vanity Rewards - Aether Vendor Preview Images & Wave 4

    • The name of the Prismatic Aether Particles salvage shortened down to Prismatic Aether.
    • All Aether costume rewards now display a preview picture in the BenevoLabs vendor menu to help customers decide on which costume is best for them.

    previews.png.15763740b3d965c9dd7e7240c1088267.png

     Hmm, might get hunted if I wore these... 

     

    Tier 1 Reward Additions

    • New NPC costumes added to the Tier 1 Aether reward vendor offerings:
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Council Zenith Warcry
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Council Zenith MekMan
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: PPD Assault Suit
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: PPD Enforcer
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Longbow Cataphract
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Rularuu Honored Brute
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Rularuu Bull Natterling
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Rularuu Wisp Overlord
      • Merit_Costume_Power.png.84b4b76bf78635d23d6dfad30b6b1e53.png Costume: Shivan Destroyer

    Tier 2 Reward Additions

    • New NPC costumes added to the Tier 2 Aether reward vendor offerings:
      • Uncommon_Costume_Power.png.9f0b7367ed69fc0bb0a5b860e47a0a1e.png Costume: Prototype FreedomCorp Heracles
      • Uncommon_Costume_Power.png.9f0b7367ed69fc0bb0a5b860e47a0a1e.png Costume: Prototype FreedomCorp Phalanx Suit

    heracles.PNG.22a18754f4f158a8af9a9cf06a04eec4.PNGphalanx.PNG.57cf4697de9fed2b62f197f23443f8e2.PNG

     Sleek & shiny! 

     

    Tier 3 Reward Additions

    • New cosmetic effects added to the Tier 3 Aether reward vendor offerings:
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Luminous (Peacebringer FX, original and tintable)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Umbral (Warshade FX, original and tintable)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Drone (Targetting Drone FX, original and tintable)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Reflection (Shadow Shard Reflection FX, original, tintable, and no transparency)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Entropic (Energy Aura FX, original and tintable)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Darkness (Dark Armor FX; Dark Embrace, Murky Cloud, and Cloak of Fear, originals and tintables)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Organic: (Bio-Armor geometry FX, original and tintable)
      • Rare_Costume_Power.png.6966a23f9247b1c9a0e594581551a6a0.png Effect: Puncture: (Spines geometry FX, original, tintable, thorns, spikes, crystal, and slate)
    • All Tier 3 rewards except for Mini Mode can now be used in PvP.

    Aether Reward Fixes

    • Fixed incorrect coloration on the right arm and right leg of the Legacy Rikti Chief Soldier costume.
    • Increased the size of several of the larger Aether costumes to match their critters: Fake Nemesis, Prototype Fake Nemesis, Warhulk

     

    Supergroup Bases

    baseitemsondisplay.thumb.jpg.417445df62d302037d0075df35681c34.jpg

     Lots of fun, new things for base builders! 

    New Supergroup Base Items: (318)

    Spoiler

    [Bath & Kitchen]

    • Coffee Mug (Pumpkin)
    • Coffee Mug (Pumpkin Spiced)

    [Lighting]

    • Chalet Icicle Lights x4
    • Chalet Icicle Lights x8
    • Chalet Icicle Lights x16
    • Chalet Icicle Lights x32
    • Chalet Icicle Lights x64
    • Chalet Icicle Lights x128
    • Winter Icicle Lights x4
    • Winter Icicle Lights x8
    • Winter Icicle Lights x16
    • Winter Icicle Lights x32
    • Winter Icicle Lights x64
    • Winter Icicle Lights x128
    • Festive Icicle Lights x4
    • Festive Icicle Lights x8
    • Festive Icicle Lights x16
    • Festive Icicle Lights x32
    • Festive Icicle Lights x64
    • Festive Icicle Lights x128

    [Room Details]

    • Complaint Box
    • Holiday Tree 1
    • Holiday Tree 2
    • Holiday Tree Skirt 1
    • Holiday Tree Garland 1
    • Holiday Tree Ornament 1
    • Winter 2023 Developer Ornament
    • Winter Present Small 1a
    • Winter Present Small 1b
    • Winter Present Small 1c
    • Winter Present Small 1d
    • Winter Present Small 2a
    • Winter Present Small 2b
    • Winter Present Small 2c
    • Winter Present Small 2d
    • Winter Present Small 3a
    • Winter Present Small 3b
    • Winter Present Small 3c
    • Winter Present Small 3d
    • Winter Present Small 4a
    • Winter Present Small 4b
    • Winter Present Small 4c
    • Winter Present Small 4d
    • Winter Present Small 5a
    • Winter Present Small 5b
    • Winter Present Small 5c
    • Winter Present Small 5d
    • Winter Present Small 6a
    • Winter Present Small 6b
    • Winter Present Small 6c
    • Winter Present Small 6d
    • Winter Present Small 7a
    • Winter Present Small 7b
    • Winter Present Small 7c
    • Winter Present Small 7d
    • Winter Present Small 8a
    • Winter Present Small 8b
    • Winter Present Small 8c
    • Winter Present Small 8d
    • Candle Holder
    • Candle Holder (Unlit)
    • Candle Holder (Lit)
    • Candle Holder Short
    • Candle Holder Short (Unlit)
    • Candle Holder Short (Lit)
    • Tintable Candle Short (Unlit)
    • Tintable Candle Short (Lit)
    • Tintable Candle Short (Lit w/ Light)
    • Festive Stocking 1
    • Festive Stocking 2

    [Nature]

    • Chalet Conifer 1
    • Chalet Conifer 2
    • Chalet Conifer 3
    • Winter Conifer 1a
    • Winter Conifer 1b
    • Winter Conifer 1c
    • Winter Conifer 2a
    • Winter Conifer 2b
    • Winter Conifer 2c
    • Winter Conifer 3a
    • Winter Conifer 3b
    • Winter Conifer 3c
    • Festive Conifer 1a
    • Festive Conifer 1b
    • Festive Conifer 1c
    • Festive Conifer 2a
    • Festive Conifer 2b
    • Festive Conifer 2c
    • Festive Conifer 3a
    • Festive Conifer 3b
    • Festive Conifer 3c

    [Office Details]

    • Smartphone 2

    [Chairs]

    • Club Booth Single 1
    • Club Booth Outter Corner 1
    • Club Booth Mid Corner Fill 1
    • Club Booth Inner Corner 1
    • Club Booth Inner Corner 2
    • Club Booth Table 1
    • Club Booth Table 2
    • Club Booth Edge Table 1
    • Club Booth Table 1b
    • Club Booth Table 2b
    • Club Booth Edge Table 1b
    • Club Booth Full 1
    • Club Booth Full 1a

    [Casino]

    • Bar Counter 1 (Outter Corner)
    • Bar Counter 1 (Straight)
    • Bar Counter 1 (Inner Corner)
    • Bar Counter 2 (Outter Corner)
    • Bar Counter 2 (Straight)
    • Bar Counter 2 (Inner Corner)
    • Casino Security Camera

    [Cityscape]

    • Ruined Concrete Barrier 1
    • Ruined Concrete Barrier 2
    • Ruined Concrete Barrier 3
    • Ruined End Table Tech (Large)
    • Ruined End Table Tech (Small)
    • Parking Lot Lamp 1
    • Ruined Barrier (Short) 1

    [Decals]

    • Wall Graffiti 1a
    • Wall Graffiti 1b
    • Wall Graffiti 1c
    • Wide Wall Graffiti 1a
    • Wide Wall Graffiti 1b
    • Wide Wall Graffiti 1c
    • Parking Lot Decal 1
    • Parking Lot Decal 2
    • Parking Lot Decal 3
    • Parking Lot Decal 4
    • Parking Lot Decal 5
    • Parking Lot Decal 6
    • Handicap Parking Decal
    • Chalk Outline
    • Water Puddle 1
    • Water Puddle 1 (Large)
    • Water Puddle 2
    • Water Puddle 2 (Large)
    • Water Puddle 3
    • Water Puddle 3 (Large)
    • Water Puddle 4
    • Water Puddle 4 (Large)
    • Water Puddle 5
    • Water Puddle 5 (Large)
    • Tire Tread Marks 1
    • Tire Tread Marks 2
    • Tire Tread Marks 3
    • Oil Stain 1
    • Oil Stain 1 (Small)
    • Oil Stain 2
    • Oil Stain 2 (Small)
    • Oil Stain 3
    • Oil Stain 3 (Small)
    • Oil Stain 4
    • Oil Stain 4 (Small)
    • Praetoria Ground Dirt 1
    • Praetoria Ground Dirt 2
    • Praetoria Ground Dirt 3
    • Praetoria Ground Dirt 4
    • Praetoria Ground Dirt 5
    • Praetoria Ground Dirt 6
    • Praetoria Ground Dirt 7
    • Oil Splat 8x8 1
    • Oil Splat 8x8 2
    • Oil Splat 16x16 1
    • Oil Splat 16x16 2
    • Oil Splat 24x24 1
    • Oil Splat 24x24 2
    • Oil Splat 32x32 1
    • Oil Splat 32x32 2
    • Oil Splat 48x48 1
    • Oil Splat 48x48 2
    • Oil Spill Water 16x16 1
    • Oil Spill Water 16x16 2
    • Oil Spill Water 32x32 1
    • Oil Spill Water 32x32 2
    • Oil Spill Water 64x64 1
    • Oil Spill Water 64x64 2
    • Oil Spill Water 96x96 1
    • Oil Spill Water 96x96 2
    • Oil Spill Water 128x128 1
    • Oil Spill Water 128x128 2
    • Oil Spill Water Huge

    [Landscape]

    • Mailbox Letter 1
    • Mailbox Letter 2
    • Mailbox Letter 3
    • Mailbox Letter 4
    • Pay Phone Coin 1
    • Pay Phone Coin 2
    • Pay Phone Coin 3
    • Ruined Fire Hydrant
    • Ruined Mailbox 1
    • Ruined Mailbox 2
    • Ruined News Stand 1
    • Ruined News Stand 2
    • Ruined Pay Phone
    • News Stand
    • Newspaper 1
    • Newspaper 2
    • Newspaper 3

    [Office Details]

    • Casino Ashtray
    • Office Magazine 1
    • Office Magazine 2
    • Office Magazine 3
    • Office Magazine 4
    • Office Magazine 5
    • Office Magazine 6
    • Office Magazine 7
    • Office Magazine 8
    • Office Magazine Stack 1
    • Office Magazine Stack 2
    • Office Magazine Stack 3
    • Office Magazine Stack 4

    [Shopping]

    • Choco Mint Donut
    • Donut Holes 1
    • Donut Holes 2
    • Donut Holes 3
    • Donut Holes 4
    • Spooky Donut Holes 1
    • Spooky Donut Holes 2
    • Spooky Donut Holes 3
    • Spooky Donut Holes 4
    • Holiday Donut Holes 1
    • Holiday Donut Holes 2
    • Holiday Donut Holes 3
    • Holiday Donut Holes 4
    • Jumbo Hotdog 1
    • Jumbo Hotdog 2
    • Jumbo Deluxe Pocket Dog 1
    • Jumbo Deluxe Pocket Dog 2

    [Slums & Wastes]

    • Manhole 2

    [Wall Details]

    • Dart Board
    • Club Painting 1a
    • Club Painting 1b
    • Club Painting 1c
    • Club Painting 1d
    • Club Painting 1e
    • Club Painting 2a
    • Club Painting 2b
    • Club Painting 2c
    • Club Painting 2d
    • Renamed "Pastel Picture" to "Pastel Picture Large"
    • Renamed "Pointillist Picture" to "Pointillist Picture Large"
    • Pastel Picture Med
    • Pastel Picture Small
    • Pointillist Picture Med
    • Pointillist Picture Small
    • Wide Office Painting 1 (Large), (Med), (Small)
    • Wide Office Painting 2 (Large), (Med), (Small)
    • Wide Office Painting 3 (Large), (Med), (Small)
    • Wide Office Painting 4 (Large), (Med), (Small)
    • Wide Office Painting 5 (Large), (Med), (Small)
    • Wide Office Painting 6 (Large), (Med), (Small)
    • Wide Office Painting 7 (Large), (Med), (Small)
    • Wide Office Painting 8 (Large), (Med), (Small)
    • Wide Office Painting 9 (Large), (Med), (Small)
    • Wide Office Painting 10 (Large), (Med), (Small)
    • Wide Office Painting 11 (Large), (Med), (Small)
    • Wide Office Painting 12 (Large), (Med), (Small)
    • Square Office Painting 1 (Large), (Med), (Small)
    • Square Office Painting 2 (Large), (Med), (Small)
    • Square Office Painting 3 (Large), (Med), (Small)
    • Square Office Painting 4 (Large), (Med), (Small)
    • Square Office Painting 5 (Large), (Med), (Small)
    • Square Office Painting 6 (Large), (Med), (Small)
    • Square Office Painting 7 (Large), (Med), (Small)
    • Square Office Painting 8 (Large), (Med), (Small)
    • Square Office Painting 9 (Large), (Med), (Small)
    • Square Office Painting 10 (Large), (Med), (Small)
    • Square Office Painting 11 (Large), (Med), (Small)
    • Black Market Painting 1 (Large), (Med), (Small)

     

    • Significantly increased the precision which base item positions and rotations are persisted in the database. This solves the issue of items "drifting" from the position they appeared in the editor after the base mapserver has shut down and restarted.

     

    Task Forces

    Advanced Mode - General

    • Standardized all hard mode non-AV critter taunts: 1.4x Acc, 30s Rech, 5 Targets, No -Range, Mag 5 w/ 6.5s on players, ~35s on critters.
    • Standardized all hard mode AV critter taunts: Autohit, 40s Rech, 16 Targets, No -Range, Mag 5 w/ 6.5s on players, ~40s on critters.

    Apex's Task Force - 'Alpha Strike'

    Mission 2

    • This mission's entry text says you arrive via a helicopter, but the mission door was a portal. This has been corrected and now this mission uses the same door as Apex's first mission.

    Barracuda's Strike Force - 'Thus Spoke The Reichsman'

    Mission 3

    • Fixed door leading into the 5th Column base from being unselectable while open.

    Dr. Aeon's Strike Force - 'Chasing Fool's Gold'

    Rewards

    • The weighting on the drop table for the D-Sync Origin enhancements has been adjusted; Players should see the new enhancement combinations drop with more frequency (2:1 or 66% chance).

    Mission 4

    • Fixed manhole doors from being unselectable when open.

    Mission 5

    • Emperor Requiem has shaken off his mental fog and will now properly try and destroy anybody ambitious enough to disturb his meditations.
    • Mini map added to the Devouring Earth ripple section of this mission.
    • Fixed warehouse doors from being unselectable while open.

    Mission 7

    • Increased Battle Becky's follow detection radius and gave her no collision to promote cooperative movement pathing.

    Advanced Mode - Imperious Task Force - 'Time's Arrow'

    • Removed Antagonize from boss-class Dark Dwarves in HM ITF.

    Mission 4

    • Romulus' Barrier Novas should now be visible and render from farther away.

     

    Rewards

    • The total count of Prismatic Aether salvage awarded by this content has been increased by :
      • Tenacious (1-Star): 4 from 2
      • Rugged (2-Star): 11 from 7
      • Unyielding (3-Star): 17 from 13
      • Invincible (4-Star): 24 from 20

    Imperious Task Force - 'Time's Arrow'

    Mission 3

    • Fixed a bug that was causing the Romulus Phalanx computer to have a +1 Level Shift applied at all times.

    Lady Grey's Task Force

    • Fixed issue with most missions in this Task Force displaying all mission objectives immediately at start instead of appearing sequentially as the mission progresses.

    Hamidon Essence

    • This temporary power is now a Toggle and can now be traded if the leader wants give the Advanced Mode danger immunity to another player.
      • Otherwise this power continues to only be a visual effect on normal mode.
    • This power now has a unique power icon: TemporaryPower_Hamidon.png.9d7aa5a324308e194fe0641ce95875b0.png

    Mission 1

    • Removed an invisible map object found near the elevators on the second level that had collision but could not be seen.

    Mission 2

    • Rider: Famine's aura and blast attacks changed from Special to Toxic damage.
    • All four Riders now have unique individually colored costumes:

    colorful_riders.jpg.a6a19d3ad624cf915ea7f6801d616f3b.jpg

     How well do you know your Riders? 

    Mission 3

    • Infernia and Glacia are now found in set locations. Infernia is encountered near the entrance and Glacia at a set position further within the mission, rather than both appearing anywhere randomly which often led to backtracking to find Glacia.
    • This mission now requires at least 2 of the 6 hostages be saved.

    Mission 4

    • Weakened Hamidon, Mitochondria Electrolyte, and Mitochondria Antibody attacks changed from Special to Toxic damage.
    • This mission's map now uses the Rikti Invasion skybox.
    • Taking the hospital on this mission will return you to the Vanguard helicopter instead of back to the zone.

    Mission 5

    • The Injured Vanguard Soldier at the beginning of this mission will now only say his dialog lines once instead of spamming the chat log for the entire mission's duration.

    Ms. Liberty's Task Force

    • The Arachnos Flyer in this content was using the incorrect zone-critter definition, changed to use the special mission-critter variant of the Flyer that was intended for this mission.
      • This version of the enemy still drops the same defeat rewards / defeat badge.

    Silver Mantis' Strike Force - 'Pirates of the Sky'

    Mission 1

    • Updated Tsoo Artists to better see stealth and increased their leash range.

    Tin Mage's Task Force - 'The Praetorian Offensive'

    Mission 1

    • This mission's door now always defaults to the Vanguard helicopter located next to Tin Mage.

    Mission 2

    • Mini map added to Peregrine Island section of this mission.
    • Fixed this mission using the Cimeroran compass on the minimap.

    Mission 3

    • This mission's entry text says you arrive via a helicopter, but the mission door was a portal. This has been corrected and now this mission uses the same door as Tin Mage's first mission.
    • Fixed several of the doors in this mission being unselectable while open.

     

    Trials

    Incarnate Trials

    • Fixed a long-standing bug in Incarnate trials that prevented random selection of enemies for spawn variety from working properly, causing every group in the trial to contain the same enemies.
    • This bug resulted in different enemies appearing after Page 7 released due to changes in the RNG algorithm, but the root of the bug was that it should have been random selection all along, not always the same one.

     

    Story Arcs

    Agent G.'s Story Arc - 'A Faultline in the Sands of Time'

    • Fixed Penelope Yin not playing the Disable PCM Device emote in the arc finale.

    Viridian's Story Arc - 'The Conference of Evil'

    • Sebastian Frost is now using his correct model in all appearances in this arc.
    • Fixed a map issue that caused the finale map Arachnos floors to not have the correct fog.

     

    NPC Enemies & Factions

    Arachnos

    • Incarnate-level Arachnos were missed for the gender parity update, this has been adjusted and now Bane Spiders, Crab Spiders, Night Widows, and Arbiters should have the opposite gender costumes at 1/8th chance.
    • Fixed Scirocco lightning attacks missing animations.
    • Red Widow given a proper description.
    • New costume added for Red Widow's appearances post-revival.
    • Fixed Ghost Widow Etherealise not properly targeting.
    • General adjustments to Wolf Spiders, Bane Spiders, Crab Spiders, Widows, and Fortunatas to more closely mirror their VEAT counterparts 
    • High level Crab Spider Webmasters now have access to Venom Grenades in their arsenal.
    • NPC Fortunatas/Widows have had their Mental Training base resistances replaced with Combat Training and Foresight.
    • Fortunata Mistresses' Will Domination replaced with Dominate.
    • High level Blood Widows added to levels 35-54, with new costumes.
    • High level Night Widows now have an Assassins Slash.
    • Fate Sealed added to Kalinda.
    • Pain Tolerance added to Night Widow Nocturne.
    • Tarantula Mistress/Queen claw attacks now deal toxic DoT and slow.
    • Tarantula Mistress Mental Scramble is no longer autohit.
    • Tarantula Queen Scramble Thoughts is no longer autohit.

    Axis America

    • Restored original costumes to all enemies in this faction to visually distinguish it from Council Empire mobs.

    axisamerica.PNG.d85e6bdf77c2c7da98e27a365040708e.PNG

     Yep, definitely bad guys. 

    Cimeroran Traitors

    • Incarnate-level Minotaurs and Cyclopes re-tuned to make them more manageable in non-Advanced Mode content.

    Circle of Thorns

    • High-level mobs revamped.
    • Various crossbow-using Circle of Thorns mobs now use the wooden arcane crossbow model.
    • Fixed Madness Mage Scramble Thoughts being level locked outside critter's level range.
    • Master of Ruin / Ruin Mage's defense buff from Dispersion Bubble reduced by 10%.

    Clockwork

    • Fixed Tesla Clockwork refusing to toggle Lightning Field.
    • Glow mask applied to all Clockwork eye textures to enhance their visual presentation:

    CWeyes.PNG.801c241443149ff59c0f9da518b18415.PNG

     Those glowing eyes are much more imposing! 

    Council

    • High-level mobs revamped.
    • Restored Maestro's cape which had been missing for some time.
    • Dark Equinox Archons now have purple gloves to make them more identifiable in a group.

    Crey

    • Elite Paragon Protector variants that use psionic & radiation have had their reward scale decreased to match the Longbow Wardens that use identical power definitions.
    • Crey Gamma Tank minion's spawn limit reduced from 2 per group to 1.
    • Fixed high-level Crey Ice Tank mobs not spawning.
    • Fixed high-level Crey Protector lieutenants not set to spawn limit 1 as intended.
    • Fixed high-level Crey Protector lieutenant from dropping boss rank rewards.

    Devouring Earth

    • Fixed Cairn, Fungi, Quartz summon pets not affecting Praetorian Devouring Earth.
    • Fixed Cairn not excluding other Cairns from damage resistance.
    • Hamidon, Mitochondria Antibodies, and Mitochondria Electrolytes now have subtle geometry elements that make them always visible even when the game client's particle cap is reached.
      • This will prevent them from ever being completely invisible due to local particle limitations:

    yellow.png.c331ceb87439423e3e380ac2999ddf12.png

     No more invisible mitos! 

    Dr. Kane's House of Horrors - Black Whip

    • Black Whip is now using a much spooky-scarier unique costume instead of using a generic preset.

    Freakshow

    • Fixed names for Freakshow Wing Swiper and Wing Smasher critters.

    Nemesis

    • Glow mask applied to Fake Nemesis and Warhulk's eye textures to enhance their visual presentation.

    Outcasts

    • Fixed Frostfire not properly freezing his loudmouthed goon during cutscene.
    • Tweaked Frostfire’s AI to ensure he properly uses his full power suite.

    Psychic Clockwork

    • Now have purple glowing eyes that sets them apart from standard Clockwork.

    Rikti

    • Fixed an FX error that was causing Guardian mobs force field bubbles to not render their FX geometry.
    • Fixed a definition error that was causing a pre-revamp Rikti boss to sometimes spawn amongst Level 38 groups.
    • Magus mobs are now named Chief Magus to properly adhere to high-ranking Rikti naming schemes.
    • Priest mobs are now named War Priest as they occupy a number of different ranks depending on content context.

    Vanguard

    • Renamed Hero 1's 'Rune of Protection' to 'Aid From The Fae'.
    • Fixed Hero 1 lightning attacks missing animations.
    • Fixed the boots on Huge Vanguard mobs having the plate version on the wrong classes.

     

    Giant Monster Rewards

    Adamastor

    • Adamastor now only drops Rewards Merits to the same character once every eighteen hours; Amount of merits earned remains the same as before.

    Ghost of Scrapyard

    • Ghost of Scrapyard's Reward Merits and Monstrous Aether now have an 18-hour cool-down to reward on the same character.

    Lusca

    • Each of Lusca's eight tentacles now drop 2 Reward Merits each, bringing the total merit count for a complete Lusca clear up to 22.

     

    Zones

    'The Abyss'

    • Guard drones added nearby the hospital and zone entrance.

    Atlas Park

    • Added a planter to a tree that was missing it at its base.
    • Added tree to a planter that was missing one.

    Cap Au Diable

    • Fixed geometry gaps that allowed for getting under the map.

    Dark Astoria

    • Fixed geometry gaps that allowed for getting under the map.

    'Eden'

    • Fixed some forest segments that had escaped gravity and were floating in the air.
    • Fixed the Eden Trial door from being unselectable while open.

    Firebase Zulu

    • Fixed some floating rocks and plants at Point Sierra.

    Grandville

    • Grandville enhancements that bring the Arachnos seat of power up to modern story contexts.
    • Central Hold Block added below Grandville's main tower, accessed via new hall at the intersection between the Patron elevators and the Recluse's Victory portal chamber.
    • D-Rifter Installation added which is accessed via an elevator in the Central Holding Block
      • A player must own the Gold Standard badge from completing the Dr. Aeon's Strike Force to access the D-Rifter area.
    • L.R.S. Selenops added south of The Fab.
    • Red Widow added next to Lord Recluse in the Patron chamber.

    Kallisti Wharf

    • Hundreds of minor zone errors have been corrected.
    • Zone now has a proper height cap and you can no longer fly over the War Walls.
      • The height cap is slightly higher above Statesman One Plaza's tower to allow players to still stand on top of it.
    • Guard drones added to several points of interest in the zone that should be no-mob areas.
    • Detail work in various locations.
    • City backdrop geometry and details added outside the War Walls.
    • Boat gates added to the water-facing parts of the north & south War Walls.

    Ouroboros

    • Mender Holly added to the zone and provides super tailor services, found under the Tailor mini map icon.
    • Added mini map icons to Luna and Mender Roebuck.

    Paragon Dance Party

    • Mini map added to zone.

    Pocket D

    • Moved the stools in the Ski Chalet a little away from the bar so players can sit on them.
    • Fixed a flickering texture near the second floor blueside bar that connects to the AE block.
    • Fixed a flickering texture above the window facing the Ski Chalet on the blueside bar.

    Port Oakes

    • Fixed both Mayhem Mission submarine hatch doors from being unselectable while open.

    Skyway City

    • Fixed underside of Synapse's platform exposing back-facing textures.

    Steel Canyon

    • Deleted a tree clipping into a building at the zone's university.

    Striga Isle

    • Fixed the volcano-top door from being unclickable while open.

     

    Architect Entertainment

    New Custom Enemy Options

    • Added Bio Armor as Secondary option
    • Added Electrical Affinity as Secondary option
    • Added Martial Assault as Attack and Secondary options
    • Added Nature Affinity as Secondary option
    • Added Ninja Training as Secondary option
    • Added Plant Manipulation as Secondary option
    • Added Psionic Melee as Attack and Secondary options
    • Added Radiation Armor as Secondary option
    • Added Radiation Melee as Attack and Secondary options
    • Added Radioactive Assault as Attack and Secondary options
    • Added Savage Melee as Secondary option
    • Added Savage Assault as Secondary option
    • Added Sonic Assault as Secondary option
    • Added Sonic Manipulation as Secondary option
    • Added Tactical Arrow as Secondary option
    • Added Temporal Manipulation as Secondary option
    • Added Traps as Secondary option
    • Added Water Blast as Attack and Secondary options

    New NPC Enemy Options

    • Freedom Phalanx Penelope Yin added to available AE critter offerings.

    Mission Maps

    • Fixed pathing beacon issues with all Arachnoid Warehouse map's second floors.
    • Fixed four glowies that were inside geometry in the AE version of the Smelting Cauldron warehouse map.

     

    Miscellaneous

    Character Info

    • Character created-on date is now hidden by default. This can be enabled with a button toggle found in your character info, similar to the button toggle in the Alignment Info tab.

    Consignment House

    • User interface for the consignment house / black market updated to be better about refreshing item status and history without having to resort to tricks to force things to load.

    Client

    • Fixed a client crash in Ultra Mode when the costume window was opened on a character with all 10 costume slots unlocked while standing close enough to a building with window reflections, while a player or NPC with a reflective costume part was close enough and a water surface was rendering water reflections.
    • Fixed a client crash that could occur if a character with an invalid key binding profile name was loaded. There were a small number of these that somehow ended up in the database. We previously updated the character records so they could successfully log in, but this patch has failsafe measures to prevent invalid data from ending up in that field to begin with and resolves the issue permanently.
    • Fixed a client crash that could happen if a drag event occurred on an unexpected mouse button. This could happen with extended buttons (4 and 5) as well as in some circumstances if the key bindings for mouse buttons had been removed or overridden.
    • Fixed the inability to set the old Window Scale option in the Options UI. This is one of the few settings that must be applied in order to take effect, but it got missed because it's a legacy option that normally does not show up unless it has been previously altered. Changing this option will now light up the Apply Now button.
    • Cleaned up a few items in the options menu that were applying clientside immediately, but not saving to the server unless some other option changed that triggered a sync.

    Gamma Correction

    • Scrapped the gamma correction integrated into the fragment programs. This caused unforeseen issues with a couple shaders not behaving correctly and resulted in some graphical glitches related to scene fog not always rendering at the correct distance.
    • Re-implemented gamma correction as a postprocessing shader. There are a few advantages and disadvantages of doing it this way:
      • Interacts better with SSAO (Screen Space Ambient Occlusion).
      • Very slightly reduced color fidelity at high gamma settings. The final 8-bit framebuffer values are being mapped to new colors rather than it being done with higher precision during the lighting pipeline.
      • Does not affect the user interface, only the game world.
    • Other than the UI not changing brightness when the gamma slider is adjusted, there should be no visible change from the player perspective other than elimination of rendering issues.

    Doors

    • Helicopter mission door NPCs have been fixed and should no longer cause long delays before the player starts entering the helicopter.
    • Fixed arched wooden double doors opening inward instead of outwards. Seen at the Midnight Mansion and other locations.
    • Smuggler Ship doors that had NPCs standing nearby should no longer cause long delays before the player starts entering the ship.

    Error Messages

    • Improved wording on the error message that displayed when attempting to invite an opposite alignment character to a co-op zone team when the current active task is an alignment-locked mission.
      • OLD: "FACTION Only: Currently, you cannot add members to your team who are not in the same faction as you."
      • NEW: "You cannot invite characters from an opposite alignment to the team while the current active task is an alignment-locked mission."

    Geometry

    • Fixed pixel thin halo around warehouse light cones.

    Tip System

    • When a tip drops and you are at the maximum number of tips, under certain conditions your oldest tip will be automatically dismissed to make room for the new tip.
      • This currently only applies to alignment tips, exploration tips, and spring fling valentines tips.
      • Morality tips will never be dismissed automatically, nor will Halloween or special mission-related tips such as Wizard's Weakness.
      • Alignment tips can be dismissed to make room for a morality tip, otherwise only tips of the same type that dropped can be dismissed.
      • Any tips for which you have begun investigation and obtained a mission from will not be automatically dismissed.

    User Interface

    • Fixed some small issues with UI scaling not being properly applied a few places.
      • Arrows on extra power trays were not scaling horizontally and would get tall and skinny at high UI scales
      • Scrollbar grip handles that appear when dragging were sometimes extending out of the bottom of the scrollbar thumb at high UI scales
    • Fixed the primary and secondary power tabs on the character creation screen not scaling their hitboxes correctly to screen resolution.
    • Fixed some minor scaling issues on the badge tab of the info window.

    Other

    • Fixed PVP enhancement recipes in auction house and inventory using enhancement display names instead of recipe display names.
    • Office Telephones (e.g. Atlas Park Tailor) should ring less frequently (every 4-7 mins over the previous 12-30s).
    • Fixed neighborhood music not playing after logging in or zoning.
    • Fixed an AI issue causing certain teleporting or summoning enemies to not utilize their full power suite.
    • Fixed an issue with name filtering incorrectly blocking the creation of characters with an apostrophe or question mark in their name.
    • Thanks 2
    • Pizza (Pepperoni) 1
  19. Happy Tuesday! We're trying out something different and posted the patch notes in a dedicated section using some blog-like features of the forum software. Besides making it easier to link to externally, this also enables a few features like an automatically generated RSS feed, and it can serve as an archive to make old patch notes easier to find.

     

    You can find today's patch notes here:

     

    Since the notes can live there where comments are disabled, we no longer need to lock the forum threads to keep the notes (and updates to them) uncluttered. We can return the posts here to being discussion threads.

     

    Feel free to use this one both for discussion of the update itself as well as the new structure of how the patch notes are posted.

     

    • Like 1
    • Thumbs Up 1
  20. Critters

     

    • The Council Supersoldier has broadened the utility of his rage and may throw heavy objects at flying supers.
    • The Council Supersoldier and Little League have had their power toolkit updated to work FOR them instead of against them.
    • Little League also has unlocked his Line Drive, a ranged baseball throw for pesky flying supers.
    • Vulcannon has had slight adjustments to her power toolkit.
    • Warrior Quantums extend their ranks to 54.
    • Tsoo have a minor cadre of goons added to the 35-44 range.

     

    Storyarcs

    • John Houston
      • Slight dialog adjustments to the Brigadier General in Mission 2.
      • A missing waypoint to talk to Old Toby has been added after you free him.
      • Protestors scatter when engaging Hero Corps during the riots.
      • The City Representative has lost her Contact Ring.
      • The City Representative laments when Hero Corps fails to protect her.
      • Warriors during the hostage cutscene with Alexander should not automatically aggro during the cinematic.
      • Some missing Tsoo and Warrior spawns have been corrected in the riots.
    • Dr. Stribbling
      • Fixed alignment rewards not looking for the Mission Complete to award.
      • Fixed some dialog tree issues.

     

    Badges

    • Fixed the placement of River Rat badge visit locations that were too high.

     

    Powers & Enhancements

    • Fix issue with Exploit Weakness Damage/Range not being accepted by the auction house.

     

    Miscellaneous

    • Fixed an error in Pavel Garnier's name.
    • Minor geometry fix to improve lighting on base helper water.
    • Fixed a geometry hole in Praetorian Tunnels.
       
    • Like 2
    • Thanks 6
    • Thumbs Up 3
  21. Stability

    • Fixed a crash that could happen in some rare cases (only if low 2 bytes of the memory address happened to contain specific values) when the game generates an error message, for example about failing to load a texture while zoning.

     

    Note: this update is currently only deployed to the Homecoming Launcher. It will be included in the legacy manifests (Tequila, etc) with the next maintenance window.

    • Like 1
    • Thumbs Up 1
  22. Powers

    • Fixed Water Jet (quick) to use PvP Damage Modifier tables in PvP.
    • Updated Full Auto's power description to accurately reflect the Page 6 changes.
    • Fixed Flamethrower's endurance cost being too high.
    • Fixed MISS floaters and combat log spam being incorrectly delayed on some toggle powers.

     

    Costumes

    • Fixed "Auras > Wealthy > Trail - Combat" fx not displaying during combat.
    • Fixed some NPC weapons disappearing after being drawn.
    • Fixed VEATS > Huge > Bane Spider missing left leg.
    • Fixed female sheathed Impervium Ninja Blade impaling the wielder through the chest.
    • Fixed Scepter of Stheno subsequently sticking for a sustained span when un-sheathed.

     

    Supergroup Bases

    • Added resized click volume for Supergroup inspiration containers instead of just lowering the originals.
    • Fixed Dimensional Ripple Sky for bases which were using the wrong textures.
    • Tweaked the lighting blend mode of the new SG letters to match the old letters. This change is only applicable to outdoor lighting.

     

    System

    • Some client messages now go to a client.log file in addition to the debug console to aid in troubleshooting.
    • Like 11
    • Thanks 7
  23. Stability

    • Fixed a crash that happens when trying to customize the EMP Arrow power in the power customization screen.
    • Fixed a crash that could happen under certain conditions when viewing salvage inventory.

     

    Note: this update is currently only deployed to the Homecoming Launcher. It is planned to be deployed to the old-style (Tequila, etc) manifests on Tuesday along with a few other miscellaneous bugfixes that require a server restart.

    • Like 3


  24. i27p6_banner_v2.thumb.png.371ddbcfb18bdcddba93e79565aa8ac7.png



    Patch Notes: Issue 27, Page 6


    What's New in Issue 27, Page 6?

     

    Marquee Features

    • New Mission Content: John Houston & Dr. Stribbling - Two brand new story arcs!
    • New Power Set! Storm Blast! ⛈️

     

    Powers & Gameplay Adjustments

    • Redraw Revamp - All Weapon Power Sets

     

    Various Adjustments, Improvements & Fixes

    • Aether Rewards - Wave 3
    • Base Item & Costume Part additions!
    • ...and much more!

     


    Marquee Features


    New Mission Content: John Houston

    New Story Arc: <Noble Intentions> [John Houston] - Rogue, Levels 40-44

    John Houston, WSPDR's new star reporter, is following a lead that has taken him all the way to Independence Port where he was supposed to meet up with a source to get hold of some juicy information. Unfortunately, as is so often the case, his source was kidnapped and now he is in desperate need of some morally dubious help.

    Players will get a chance to influence the politics of Paragon City for years to come while checking in on old friends, and making powerful enemies. It's all in a day's work for the free-wheeling entrepreneurial type.

     

    JohnHouston.PNG.4bade330fc06220a86f699bd5442cce2.PNG

     

    • Story Arc Contact: John Houston, Independence Port
      • Located near the Smuggler's Ship icon on the map in Independence Port.
        •  /thumbtack -872.5 0.3 -3852.8  will place a map waypoint near John Houston while in Independence Port.
      • The leader of the team must be of the Rogue alignment to take on these missions.

     

    New Mission Content: Dr. Stribbling

    New Story Arc: <Troubled Times> [Dr. Stribbling] - Vigilante, Levels 30-34

    Those who toe the line of legality in Paragon City will have the chance to answer the call of Dr. Stribbling, a multidisciplinary scientist better known for his theory than his results. He's run into a bit of a problem: Someone broke into his lab and he does not want information on his experiments to leak to the public.

    Players who are willing to get their hands a little dirty will find themselves drawn into a web of moral quandaries that will have them wondering, "Did I make the right call?"

     

    DrStribbling.PNG.2be143b791c0aad5fe7bde0616dc46e9.PNG

     

    • Story Arc Contact: Dr. Stribbling, Brickstown
      • Located NW of the basketball courts in the Crescent neighborhood of Brickstown.
        •  /thumbtack -1143.7 16.0 -1623.5  will place a map waypoint near Dr. Stribbling while in Brickstown.
      • The leader of the team must be of the Vigilante alignment to take on these missions.

     


    New Power Set - Storm Blast ⛈️

     

    StormBlast.thumb.PNG.aa44fc33102521b6b12f56e5e49ac1a0.PNG

     

    New primary for Blasters, Corruptors, and Sentinels. New secondary for Defenders.

    Storm Blast conjures violent weather to attack your foes. The use of your storm attacks will empower your created storm cells.

     

    Powers:

    • stormblast_gust.png.7383b7d0e3b0f814ae305335548d4307.png  Gust  Ranged, DMG(Smash), Foe -Fly
      • You create a chaotic change in atmospheric pressure, causing a sudden gust of wind to deliver a small amount of Smashing damage and knock foes out of the sky. 

      • While in a Storm Cell, targets experience additional Smashing damage over time.

    • stormblast_hailstones.png.dc61f30c9fe0b7b0c525ff560b15ee3a.png  Hailstones  Ranged, DMG(Cold), Chance for KD
      • You cause the air around the foe to rapidly condense, causing hailstones to crash down, dealing Cold damage. There is a chance that an especially large chunk of hail will form, knocking the target down. 
      • While in a Storm Cell, targets are much more likely to get knocked down by large chunks of hail.

    • stormblast_jetstream.png.94e18321ca442346495114377c7e0ca8.png  Jet Stream  Ranged Cone, DMG(Smashing), Foe Repel or Knockdown
      • You call forth a cone of rapidly moving air that repels enemies, causing Smashing damage.
      • Enemies who are within a Storm Cell will not be repelled, but instead will be knocked down.

    • stormblast_stormcell.png.236371baff748215731bed5e12331321.png  Storm Cell  Ranged Location AoE, Foe -Recharge, -SPD, Special
      • You conjure a storm in the area that defines the boundaries of your stormy powers. Rain from this power will slightly lower a foe's movement and chance to hit. The use of your Storm Blast attacks may create high winds and lightning within the storm cell, delivering stronger debuffs and causing damage. Additionally, Storm Blast attacks will be enhanced when used against foes victimized by Storm Cell.

    • stormblast_aim.png.cc86f5b9f0826758a54e3ee7947aa9f9.png  Intensify  Self +To Hit, +DMG, +Special
      • Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage and your storm strength.

    • stormblast_directstrike.png.617cbdde0ac83d10b6bb0bf112351c90.png  Direct Strike (non-Sentinel) Sniper, DMG(Energy), Foe -End, Special
      • You channel your storm powers into a direct hit, jolting the enemy with a bolt of lightning that deals Energy damage and saps some endurance. If fired outside of combat, it can be interrupted by enemies, but will do bonus damage. If you are engaged in battle, this attack becomes instant-cast.
      • While in a Storm Cell, targets have a chance to be stunned.
      • stormblast_lightningstrike.png.66a0bd59b691aaec0c7b6775a7755535.png  Lightning Strike (Sentinel only), Ranged, DMG(Energy), Foe -End, Special

        • You channel your storm powers into a lightning strike, jolting the enemy with Energy damage and sapping some endurance.

        • While in a Storm Cell, the target has a chance to be stunned.

    • stormblast_chainlightning.png.1670041d8bdc488e331bac7a85a48319.png  Chain Lightning  Ranged Chain, DMG(Energy), Foe -End
      • Calls a bolt of lightning from the clouds to strike your target, which then chains outward to additional enemies. Creatures unfortunate enough to be struck will be dealt Energy damage and be sapped of some endurance.
      • While in a Storm Cell, the main target of Chain Lightning will experience additional endurance drain over time.

    • stormblast_cloudburst.png.cad3e22ab66d1ab94735a88ff489d221.png  Cloudburst  Ranged, DoT(Cold), Special
      • Unleashes a cloud that drops a torrent of freezing rain on your target, causing Cold damage. 
      • While in a Storm Cell, targets experience Recharge, ToHit, and Movement Speed debuffs.

    • stormblast_categoryfive.png.77c831d8a3881de276efe8f5719f5492.png  Category Five  Ranged (Location AoE), DoT(Energy) Foe Knock
      • Summons a severe storm that begins light, but that grows in power until it becomes a raging engine of destruction. Left on its own, the Category Five storm is capable of delivering moderate damage over time, and as it grows in power, will eventually begin to fling foes through the air. In addition, each use of your Storm Blast powers builds its electrical power, rendering it capable of delivering lightning attacks that deal Energy damage.

     

    StormBlaster.PNG.c90c43db2adba08198005991c2a4dc6a.PNG

    "Pow! Wind, rain, AND lightning!"

     


    Redraw Revamp

    Summary

    • Weapon powers now play a draw animation the first time you use a weapon after your character is has been in an idle / non-combat animation. With typical mission pacing, this should mean each weapon will only play its draw animation the first time you use it in combat on a mission map, unless you idle somewhere on the map for long enough for your character to return to the idle state.

     

    Power Sets Impacted:

    • Beam Rifle
    • Dual Pistols
    • Dual Blades
    • Battle Axe
    • War Mace
    • Broadsword
    • Staff Fighting
    • Arachnos Soldiers
    • Arachnos Widows
    • Archery / Trick Arrow / Tactical Arrow
    • Claws
    • Spines
    • Thorny Assault
    • Plant Manipulation
    • Experimentation > Experimental Injection
    • Assault Rifle
    • Mastermind Pets
    • The /sheathe command has been added - it immediately puts away all weapons. This command forces the draw animation to be played the next time they're used and can be used to intentionally draw weapons for RP or other purposes.

     


    Powers & Gameplay Adjustments


    Blast Power Set Updates

    Assault Rifle

    Slug

    • Cast time lowered from 1.67s to 1.4s.

    Beanbag

    • Lowered cooldown to 10s.
    • Increased damage to scale 0.98.
    • Added PvP Damage (1.43 scale).

    Sniper Rifle (Quick)

    • Cast time lowered from 1.67s to 1.17s.

    Ignite

    • Incinerator replaced with Ignite for Sentinels
    • Lowered cooldown to 14s.
    • Now does DoT over 5.5 seconds to a single target, for a total of 3.146 scale damage. Partially front-loaded.
    • If target is on the ground, Ignite leaves a fire patch at the target's feet. Other foes standing on the patch take fire damage and will try to flee.
    • Can target flying enemies.

    Flamethrower

    • DoT now is applied over 4.7s, down from 7.1s (same damage).

    Full Auto

    • Arc increased from 20 to 90 degrees.

    Dark Blast

    Gloom

    • Cast time reduced from 1.67s to 1.1s. (Blasters only).

    Abyssal Gaze

    • Cooldown lowered from 20s to 11s.
    • Damage increased from scale 0.472 to scale 0.707.
    • Hold Duration reduced from scale 8 to scale 4.4.

    Dual Pistols

    Suppressive Fire

    • Cast time reduced from 1.67s to 1.5s.
    • Recharge reduced from 20s to 8s for non-standard ammo.
    • Incendiary: Scale 2 duration Mag 3 hold (stacks). Damage increased to 1.64 scale.
    • Cryo: Scale 4 duration Mag 4 hold (replace). Damage increased to 1.64 scale.
    • Chemical: Scale 8 duration Mag 3 hold (stacks). Damage increased to 0.87 scale.
    • Standard: No change from Live. Still 20s cooldown.

    Piercing Rounds

    • Resistance debuff now is applied while using any round type, stacking changed to replace.
    • Duration of debuff increased to 15s.
    • A ring icon now pops up to indicate the last use of Piercing Rounds was over 13s ago. This QoL change helps optimize reapplications of the debuff on a single target.

     

    Fire Blast (Blaster and Sentinels only)

    Fire Blast

    • Cast time lowered from 1.67s to 1.2s to match Defender/Corruptor version.

    Psychic Blast

    Will Domination (Blaster Only)

    • Renamed to Dominate Will.
    • Recharge lowered from 20s to 4s.
    • Cast time lowered from 1.1 seconds to 1 second.
    • Damage lowered from 1.24 scale to 1.0 scale.
    • Sleep duration reduced to scale 8.
    • Moved to T1.

    Will Domination (Defender/Corruptor)

    • Recharge lowered from 14s to 10s (Damage unchanged).
    • Moved from T6 to T5.

    Psionic Lance (Defender/Corruptor)

    • Moved from T3 to T6.

    Psionic Dart (Blaster Only)

    • Renamed to Psionic Darts.
    • This power is now a 10 target cone (60', 30 degrees).
    • Recharge increased to 12s.
    • Damage lowered from 1.0 scale to 0.8321 scale.
    • Moved to T4

    Telekinetic Blast (Defender/Corruptor)

    • Moved from T5 to T3.

    Mental Blast (Defender/Corruptor)

    • Recharged increased from 4s to 6s.
    • Damage increased from scale 1.0 to scale 1.32.

    Subdue (Defender/Corruptor)

    • Cast time reduced from 1.67s to 1s.
    • Recharged lowered from 6s to 4s.
    • Damage reduced from scale 1.32 to scale 1.0.

    Psychic Scream (Defender/Corruptor/Sentinel)

    • Cast time lowered from 2.67s to 1.87s.

    Psionic Tornado (Blaster/Defender/Corruptor)

    • Cast time lowered from 2.37s to 1.83s. (Applies to Sentinels as well)
    • Radius reduced from 20 feet to 15 feet.
    • Damage increased from scale 0.89 to scale 1.1.

    Scramble Thoughts (Blaster/Defender/Corruptor)

    • Renamed to Scramble Minds.
    • Now a chain.
    • Cast time lowered from 3s to 2s.
    • Main target will be stunned, additional targets might get hit with a randomized status effect of either Sleep, Immobilize, Placate, Terrorize, or Hold.
    • Damage increased from 0.25 scale to 1.0 scale.

    Seismic Blast

    • Timing adjustments in Seismic Stress buildup, players should be able to more quickly notice orange rings and decide what power to use next based on this visual information.

    Water Blast

    • Powers should build up Tidal Force stacks even if they miss.

    Enhanced Water Jet

    • This power no longer has a lockout window.

    Tidal Forces

    • Tidal Forces should clear all existing stacks of Tidal Power before applying 3 stacks.

    Accolades

    Vanguard MDC

    • The Vanguard MDC can no longer be summoned inside of missions or in Pocket D. This is now mentioned in the accolade's power description.

     

     


    PvP Changes

    • Various AoE powers now use Single-Target damage on the main target only.
      • Fighting/Cross Punch
      • Archery/Explosive Arrow
      • Assault Rifle/M30 Grenade
      • Beam Rifle/Piercing Beam (now uses ST damage on all foes)
      • Dark Blast/Tenebrous Tentacles (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets)
      • Dual Pistols/Bullet Rain
      • Energy Blast/Explosive Blast (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets)
      • Fire Blast/Fire Breath
      • Ice Blast/Frost Breath
      • Psychic Blast/Scramble Minds
      • Radiation Blast/Electron Haze (also, AoE damage was undertuned. Now uses proper AoE damage scale for secondary targets)
      • Seismic Blast/Upthrust
      • Sonic Attack/Howl
      • Storm Blast/Chain Lightning
      • Water Blast/Steam Spray (also, AoE damage was overtuned. Now uses proper AoE damage scale for secondary targets)

     


    Power Bug Fixes

    • Mace Mastery/Summon Tarantula (Controller/Dominator): Added ability to slot Slow Sets.
    • Soul Mastery/Summon Widow (Brute/Tanker): Can no longer slot ToHit Debuff Sets.
    • Symphony Control/Impassioned Serenade: Removed Line-of-Sight (LoS) check on the executed confuse power. The power already checked LoS on cast, the double check caused loss of the effect if player or target moved outside of LoS during the delay in execution.
    • Brute/Radiation Melee/Taunt: Now hits 5 targets (was set to 10 before).
    • Scrapper/Fiery Melee/Confront: Scale duration on Taunt effect corrected.
    • Sentinels/Inherent/Vulnerability: Updated description to state the effects of Vulnerability to not stack with other Sentinels.
    • Hero Epic AT/Inherent/Dark Sustenance and Cosmic Balance: Updated description to include Sentinel's contribution.
    • Stone Armor/Brimstone Armor/Brimstone Proc: Fixed bug where the damage proc would not turn off when in Granite Armor.
    • Experimentation/Corrosive Vial: Fixed defense debuff effect applied from pseudopet. Duration now set to 5s.

    • Pools > Speed > Speed Phase: Speed Phase's continuing sound fx radius has been reduced from 80ft to 5ft and will fade away 5s later.

    • Traps > Acid Mortar: Mortar base will now follow the mortar in the event the mortar moves (e.g. exiting a mission door while it is still active, teleport and GM commands to move entities)

    • Radiation Armor > Radiation Therapy: Fixed "Bright" palette erroneously using "Dark" palette

    • Atomic Manipulation > Positron Cell: Fixed "Dark" palette erroneously using "Bright" palette

    • Radiation Melee > Atom Smasher: Fixed "Dark" palette erroneously using "Bright" palette

    • Radiation Melee > Irradiated Ground Pet: Fixed "Dark" palette erroneously using "Bright" palette

    • Radiation Melee > Radiation Siphon: Fixed "Bright" palette erroneously using "Dark" palette

     


    Character Customization Improvements


    Costumes

    New Costume Parts
    All:

    • All Categories > Metallic 3 (cleaner version of Metallic 2)
    • Half & Full Helmet Detail(s) > Bot Shield 2 (Glow version)
    • Half & Full Helmet Detail(s) > Bunker Shield 2 (Glow version)
    • Half & Full Helmet Detail(s) > Tek Shield 2 (Glow version)
    • Detail(s) > Blast Goggles 2 (Glow version)
    • Detail 1 > 3-D Glasses (Standard, Low, High)
    • Detail 1 > Sporty 1 (Transparent: Standard, Low, High)
    • Detail 1 > Sporty 1S (Solid: Standard, Low, High)
    • Detail 1 > Sporty 2 (Transparent: Standard, Low, High)
    • Detail 1 > Sporty 2S (Solid: Standard, Low, High)
    • Detail 1 > Shield 1 (Transparent: Standard, Low, High)
    • Detail 1 > Shield 1S (Solid: Standard, Low, High)
    • Auras > Mycelium > Mushrooms
    • Auras > Mycelium > Mushrooms Tintable
    • Auras > Mycelium > Original Min Fx
    • Auras > Mycelium > Tintable Min Fx
    • Auras > Mycelium > Mushrooms - Combat
    • Auras > Mycelium > Mushrooms Tintable - Combat
    • Auras > Mycelium > Original Min Fx - Combat
    • Auras > Mycelium > Tintable Min Fx - Combat
    • Patterns > Chest, Gloves, Hips, Boots >  Diamond Cut (by @Marbing)
    • VEAT: "Bane/Crab > Gloves > Custom Alt"
    • VEAT: "Bane/Crab > Gloves > Custom Long Alt"
    • VEAT: "Bane/Crab > Gloves > Custom Short Alt"
    • VEAT: "Bane/Crab > Pants > Custom Alt"
    • VEAT: "Bane/Crab > Boots > Custom Alt"

    Male, Huge:

    • VEAT: "Bane/Crab > Pants > Custom Armored Alt" (Females will receive these at a later date)

    Female, Huge:

    • All Categories > Metallic 2 (Female & Huge were missing them)

    Female, Male:

    • VEAT: "Bane/Crab > Chest > Custom Alt" (Huge does not have the tricep spikes that utilize the swapped secondary color.)

    Female:

    • Detail 1 > Sweetheart 1 (Transparent: Standard, Low, High)
    • Detail 1 > Sweetheart 1S (Solid: Standard, Low, High)

     

    Costume Bug Fixes:

    All:

    • Fixed "Asymmetric Shoulder Pads > Ascension Armor" 2 missing FX options.
    • Fixed "Full Helmets > Detail 2 > Tech Knight Faceplate" receiving incorrect ambient lighting.
    • Fixed "Lower Body > Boots > Piston" option not loading from saved .costume files.
    • Fixed "Lower Body > Boots > Rocket" option not loading from saved .costume files.
    • Fixed "Lower Body > Boots > Winged" option not loading from saved .costume files.
    • Fixed "Auras > Wealthy > Effect > Trail" aura not loading from saved .costume files.
    • Fixed "Auras > Wealthy > Effect > Trail" aura duplicate of "Body". It should now load properly and only leave behind a trail when moving.

    Male:

    • Fixed "Male > Sleeveless Jackets > Chest > Tanker" missing costume option.
    • Fixed "Male > Lower Body > Boots > Victorian Steampunk" missing tint option.

    Female:

    • Fixed "Female > Boots > Stilettos >" resetting to "Roman Sandal" upon entering "Lower Body" after loading a costume with Bio-Organic, Stone or Chiton patterns and masks.
    • Fixed "Female > Lower Body > Bottom > Omega" being reset after loading a costume file.
    • Fixed "Female > Upper Body > Shirts > Student Shirt" bad tangent vectors across the front.
    • Fixed "Female > Upper Body > Robotic Arm" compatibility with chest details when chest slider is set to max.
    • Fixed "Female > Upper Body > Chest Details > Talons" missing costume part names and categories (now known as Etched and Clean).
    • Fixed "Female > Upper Body > Sleeves > Retro" hole with no skin.
    • Alpha sorting re-enabled on "Female > Gunslinger Bow". *Report any obvious flickering and background windowing when out in the world, particularly when NPCs are obscured by the veil or bow's transparent layers.
    • QC Fix: Updated compression quality on base female skin.
    • Fixed "Female > Upper Body > Gloves > Tights Sleek" missing from some asymmetric categories.
    • Fixed "Female > Upper Body > Gloves > Defense" being reset after loading a costume file.
    • Fixed "Female > Lower Body > Bottoms > Defense" being reset after loading a costume file.
    • Fixed "Female > Lower Body > Boots > Defense" being reset after loading a costume file.

    Huge:

    • Fixed "Huge > Shoulders > Overguard" appearing twice with bulky tops.
    • Fixed "Huge > Upper Body > Chest > Omega" being reset after loading a costume file.
    • Fixed "Huge > Lower Body > Bottom > Omega" being reset after loading a costume file.
    • Fixed "Huge > Lower Body > Boots > Victorian Steampunk" missing tint option.
    • Fixed "Huge > Upper Body > Gloves > Tights Sleek" missing from some asymmetric categories.
    • Fixed "Huge > Upper Body > Gloves > Defense" being reset after loading a costume file.
    • Fixed "Huge > Lower Body > Bottoms > Defense" being reset after loading a costume file.
    • Fixed "Huge > Lower Body > Boots > Defense" being reset after loading a costume file.

    These changes were supposed to be released previously but mistakenly were not at the time on 2020-12-03:

    • Fixed Huge : "Kitten" & "Panda" left/right alignment in Legacy & Asymmetry mode.
    • Fixed Huge : "Celestial Armor" left shoulder pad in Legacy & Asymmetry mode.
    • Fixed Huge : "Cyborg Shield" left shoulder pad in Asymmetry mode.

     


    Custom Weapons:

    New Custom Weapons

    Arachnos Mace:

    • 'Scepter of Stheno' option added to custom weapon selection. Mace's eye glow FX are tintable.

    Broadsword:

    • 'Fang of Stheno' option added to custom weapon selection.

    Dual Blades:

    • 'Fang of Stheno' option added to custom weapon selection.

    Staff Fighting:

    • 'Staff of Stheno' option added to custom weapon selection. Staff's eye glow FX are tintable.

    War Mace:

    • 'Scepter of Stheno' option added to custom weapon selection. Mace's eye glow FX are tintable.

     

    Custom Weapons Fixes

    Arachnos / Assault / Munitions Rifles:

    • Fixed an issue that was causing the DUST, Resistance, and Runesoldier rifles to render upside down.

    Bows:

    • Fixed an issue with legacy bow model's bowstrings that was causing them to not take transparency properly with certain attacks.

    Dual Blades:

    • Fixed an issue that was causing the left-handed Vanguard Katana to render backwards on Female/Huge characters when sheathing was enabled.

    Katana / Ninja Blade:

    • Fixed "Katana > Custom Weapon > Rularuu Blade" left eyeball not animating in combat stance.

     

     


    Various Additions, Enhancements, & Fixes


    Badges

    New Badges

    • badge_anniversary_19.png.46404cf9230a3bcce69d73075a2be7f9.png - 'Unforgettable': Log-in during the month of City of Heroes' 19th anniversary.
    • badge_storyarc_houston_H.png.42d5fd808f5fdaaa2f7789a216acd4ff.png - 'Pollster': Complete the Hero-alignment ending of the John Houston story arc, 'Noble Intentions'.
    • badge_storyarc_houston_R.png.1e696a3c685082b4955541f487277c45.png - 'Underdog': Complete the Rogue-alignment ending of the John Houston story arc, 'Noble Intentions'.
    • badge_storyarc_stribbling.png.d712fb3d21430b9daf455dd81320bd57.png - 'Loop Hero': Reach and complete the conclusion of the Dr. Stribbling story arc, 'Troubled Times'.

     


    Aether Rewards - Wave 3
    Tier 3 Reward Additions

    • New cosmetic effects added to the Tier 3 Aether reward vendor offerings:
      • Effect: Flames
      • Effect: Chill
      • Effect: Earthen
      • Effect: Shocking
      • Effect: Psionic
      • Effect: Photosynthesis
    • These new Wave 3 Tier 3 cosmetic effects cannot be used in PvP, older Tier 3 rewards are unchanged.


    Tier 4 Reward Expansion

    • Undefined Mode and Undefined Mini Mode now have two additional customization options available:
      • Undefined Silver
      • Undefined Evil

     

    Aether Reward Fixes

    • Fixed missing halo aura on Legacy Ruin Mage costume.
    • Fixed a few broken pointers in the meta costume accolade menu.

     


    Supergroup Bases

    New Supergroup Base Themes

    • Open Sky (Passthrough)

     

    New Supergroup Base Items

    • Editor Helpers:
      • Collision Wall 8x8
      • Collision Wall 32x32
      • Collision Wall 64x64
      • Collision Wall 16x16
      • Collision Wall 128x128
      • Collision Wall 512x512
      • Collision Wall 1024x1024
      • Axis Gizmo
      • Axis Gizmo (Z Up)
      • Surface Aligner
      • Axis Aligner
      • Surface Tower
      • Surface Tile 32x32
      • Surface Tile 64x64
      • Surface Tile 128x128
      • Surface Tile 512x512
      • Surface Tower (Collision)
      • Surface Tile 32x32 (Collision)
      • Surface Tile 64x64 (Collision)
      • Surface Tile 128x128 (Collision)
      • Surface Tile 512x512 (Collision)
      • Fit Gizmo
      • Collision Gizmo
      • Smooth Water Fill
      • Smooth Water Fill (No Sound)
      • Rough Water Fill
      • Rough Water Fill (No Sound)
    • Alphabet:
      • Paragon City Alphabet (Tiny, Small, Medium versions of 68 standard US keyboard characters. No lowercase.)
      • Motiva Sans Bold Alphabet (Tiny, Small, Medium versions of 94 standard US keyboard characters.)
    • Bath & Kitchen:
      • Coffee Mug (Arachnos)
      • Coffee Mug (Paragon)
      • Coffee Mug (Winter)
      • Coffee Mug (Winter Filled)
      • Coffee Mug (Tintable)
      • Coffee Mug (SG Logo 1)
      • Coffee Mug (SG Logo 2)
      • Mug Shelf 1
      • Mug Shelf 2
      • Mug Shelf 3
      • Gigantic Sign
      • Restroom Sign
      • Universal Sign
    • Casino:
      • Cue Ball
    • Lighting:
      • White Bunker Light
    • Slums & Wastes:
      • Junk Burnt Mattress 2
    • Tech:
      • Praetorian WarWorks (Tintable)
    • Wall Details:
      • Tech Console 1
      • Arcane Console 1
    • Skies:
      • Sky: Dimensional Ripple

     

    Supergroup Base Item Notes:

    • Collision walls: Construction of a perfect cube corner or seam will still allow a determined player's camera to slip through (as it can and does anywhere else in the game). While this follows teleport rules (teleport check will work as intended), glitches and updates to teleport that may break this behavior are always a possibility and you should never rely on these to protect your base items (that's what item permissions are for) or to prevent determined individuals from viewing behind the "curtain" of your base. They are merely to deter visitors from traveling to off limit areas, such as outside the plot of a vertical building or behind a bank vault desk.

     

    Supergroup Base Item Bug Fixes:

    • Fixed incorrect texture on "Short Ceiling Walls" > Industrial" for Supergroup Base themes
    • Fixed FX sticking on "Praetorian Reactor 3"
    • "Rock 7 (Tintable)" is now actually tintable.
    • Iron Gate Frame: Should now be more easily selectable.
    • Roman Sailboat: Should no longer leave behind its FX after moving or deleting the object.
    • Wet Floor Sign: Small and large should now be level with the floor.
    • Renamed "5th Door Bulb" to "Red Bunker Light"
    • QoL: The click volume of inspiration containers was lowered by -2 feet, making it clickable through the floor when turned upside down.
    • "Glass Wall (Tintable)" has had its alpha sorting adjusted once again. *Report any major breakage in existing bases as its use is widespread. As a reminder, alpha sorting between objects is always a compromise.
    • Corrected texture settings for 289 SG emblems. The windowing effect of the alpha should be fixed across those that had the issues, such as "Guns Crossed" or "Bar Code".
    • Fixed a number of typos in item names and descriptions.

     


    Emotes

    New Emotes:

    • Added /e watermelon emote.
    • Added /e arachnosmug emote.
    • Added /e paragonmug emote.
    • Added /e wintermug emote.

     

    Emote Bug Fixes:

    • /e drink: Females should no longer slide their legs across the ground when sipping.
    • /e hamburger: Flying while eating hamburgers will now properly cycle instead of constantly chowing down.

     


    Tasks

    Task Adjustments & Fixes

    Doc Buzzsaw - "The Freakish Lab of Dr. Vahzilok":

    • Arc split into two parts:
      • Arc 1 - Up to Lab
      • Arc 2 - Post-Lab to Prison
    • Stasis Tubes behave properly, not trapping subjects within.
    • Dr. Vahzilok's desk protected from bees and other mean things in the lab.
    • Souvenirs split across arcs as well.

     

    Dr. Aeon - "Dr. Aeon's Strike Force":

    • Adjustments to prevent some reported exploits.
    • Adjusted the Cap Au Diable Aeon Portal's dimensional crystal to be pulsing blue.

    Mission 5:

    • The Vanguard leadership now require Apex to be defeated in order to spawn.
    • Added waypoints on the minimap for the third ripple in Mission 5 to help the Portal Corp section be more navigable.

    Mission 7:

    • The Gold Bricker blockade lines for the first objective now scale with team size on default difficulty, instead of always spawning at maximum size.
    • Adjusted the D-Rifter's dimensional crystal to be pulsing blue.

     

    Imperious - Advanced Difficulty: "Imperious Task Force":

    Mission 4:

    • Fixed Chamber of the Emperor name pop-up and music not triggering properly when entering the finale room.

     

    Ms. Liberty - "Ms. Liberty's Task Force":

    Mission 1:

    • Arbiter Sands now drinks his cutscene coffee from an Arachnos mug instead of a generic white cup.

     

    Leonard - "Good Villains Never Die":

    • Rampager has been restored to his rampagey nature and once again cons hostile. He can't help himself!


    Mayhem Missions:

    • Arson completes in Mayhem Missions now give everyone in the group badge credit upon completion.


    Spring Fling 2006 Event:

    • Scratch/Ganymede: These two contacts will no longer introduce any other contacts, including DJ Zero, who is now unlocked automatically by earning the required Handsome/Beautiful badge from completing the final mission of both contacts.
    • DJ Zero: If a player owns the Handsome/Beautiful badge for completing both Scratch & Ganymede's final missions, DJ Zero will now automatically be unlocked and added to the player's contact bar with a pop-up, no longer requiring an introduction from anybody else, and no longer potentially locking players out who qualified but didn't talk to Scratch or Ganymede before the Spring Fling event ended.


    LFG / Weekly Strike Target:

    • The tool-tip info for the Weekly Strike Target in the LFG tab now mentions the Prismatic Aether currency reward for 50's who complete the Weekly Strike Target, as well as the amount being 1-2 depending on the length of the content you chose and completed for that week.
    • Adjusted LFG tab's summary to proper mention that Dr. Quaterfield is now 40-45 instead of 40-44.

     


    NPC Enemies & Factions

    Enemy Adjustments

    Cimeroran Traitors:

    • Added a couple spoken dialog lines to some attacks used by Romulus in the Advanced Difficulty Imperious Task Force:
      • Nictus Romulus Augustus' Barrier Nova Summon
      • Nictus Romulus Augustus' Shadow Slip
      • Nictus Romulus Augustus' Void Judgement
      • Emperor Romulus Augustus' Greater Lore Summon

     

    Freedom Phalanx:

    • Manticore has been given a quiver and now holsters his bow on his back when not in-use.

     

    Gold Brickers:

    • Added a couple spoken dialog lines to some attacks used by Gold Brickers:
      • Golden Brickernaut's Self Destruction
      • Princess Zoe's Burning Shatter
      • Princess Zoe's Absolute-Zero Cannon

    The Family:

    • Fixed an incorrect weapon bit that was causing certain Tommy Gun attacks to not display the weapon model.

     

    Freaklok:

    • Adjusted the boss-class Eidolons to not have an eternal menu of powers to choose from:
      • Females have Luminous powers, not Mire and Murk
      • Males have Murk powers, not Mire or Luminous.

     

    Praetorians:

    • Chimera has been given a quiver and now holsters his bow on this back when not in-use.
    • Chimera now uses a Ninja Blade which is more appropriate thematically, which sheathes to his back when not in-use.

     

    Tsoo:

    • Added four new generic Tsoo bosses to the level 35-54 range.
    • Fixed weapon bit issue that was causing Ninja Blades to not display on a number of Tsoo enemies.

     

    Vanguard:

    • Added a couple spoken dialog lines to some attacks used by Vanguard heroes:
      • Incandescent's Lambent Flame
      • Hero 1's Cry of Despair
      • Hero 1's Rune of Protection

    Enemy Fixes

    • Certain enemy AnimList behaviors that utilized custom rifles have been fixed those set custom rifles should now display during the animations when set with those specific AnimList behaviors.


    Arachnos:

    • Fixed a definition typo that was preventing certain non-combat models from appearing in specific Arachnos spawndefs.


    Cimeroran Traitors:

    • Fixed a bug that was causing the Emperor Romulus Augustus' Crushing Gravity -Fly to apply to himself rather than his opponents in the finale room on Advanced Difficulty.


    The Destroyers:

    • Fixed an issue that was causing Crusher enemies' Overhead Slam attacks to not render their bat weapon.


    Fir Bolg:

    • The infinitely summoned enemies created by Eochai (both Croatoa and Halloween versions) no longer drop rewards, matching the standard for all infinitely summoned enemies.


    Gold Brickers:

    • Removed unintentionally duplicated hold proc on the Bombardier's Ripple Resonator power.
    • Fixed an attribute error that was causing King Midas's damage siphoning Ripple Kinetic Melee attacks to not trigger and calculate properly. Players should now notice him properly stealing 7.5% +DMG buff on himself per hit he lands and inflicting a 7.5% -DMG debuff on the hit players for 10 seconds.


    Longbow:

    • Longbow enemies who were using the base Assault Rifle model should no longer see their weapon go missing during combat.


    Praetorians:

    • Shadow Hunter has been talked out of committing seppuku due to his dishonor at failing Tyrant and he now handles his weapon properly again, sheathing it to his back when not in-use instead of inside of his ribcage.
    • Fixed an issue that would cause Chimera's sword to not render if he drew his bow too recently.
    • Fixed a texture error on the legacy Chimera enemies' back katanas.


    Praetorian Resistance:

    • Fixed an issue that was causing the Heavy Barrel enemies to not animate their cannon attacks properly.

     

    Tuatha de Dannan:

    • Fixed a typo with the enemy group's name incorrectly displaying as 'Tuatha de Dannon' in various instances.


    Vanguard:

    • Fixed a scaling issue with Hero 1's class that was causing his Rune of Protection to grant more resistance than was intended.

     


    Zones

    Zone Adjustments
    Croatoa:

    • All enemy mobs who spawn with the GMs Eochai and Jack In Irons (normal spawns and Vale War), are now set to ignore combat mods, making them level-less and easier to identify which mobs must be defeated to progress or clear these events.
    • Eochai and Jack In Iron's solo spawn events now have a Zone Event message that will broadcast when they spawn by themselves.


    Striga Island:

    • Vigilantes & Rogues are now able to access the Striga Isle hazard zone via the Smuggler's Submarine network.

     

    Zone Fixes

    Cimerora:

    • Fixed a missing geometry tile on the beach near Castellum Quarter.


    Echo Plaza, SE2012 Arena Coliseum:

    • Lots of geometry and texture fixes to the Summer Event 2012 coliseum and Echo Plaza coliseum models.


    Imperial City:

    • Properly found and removed the correct invisible power suppression mooks from the Imperial City Trade House. All alignments should now be able to activate powers while inside the building.


    St. Martial:

    • Added custom geometry and restored the ghost of "Dead Man's Tree" in St. Martial. (Visuals may change in the future, also still based on /visscale 1.0 for the time being)


    Mission Maps:

    • Spawnpoint issue fixed with map P_Tech_45_Layout_07_01 which was causing a Praetorian mission from Warrant's "Guns and Money" story arc to not be able to spawn all objectives and become soft-locked.


    World Geometry:

    • Corrected positions of all ceiling mounted exit signs.
    • QC Fix on vet_techconsole_01
    • QC Fix on arcconsole_01
    • QC Fix on _P_CBlock_IMP_L_07_LOD (Missing Neutropolis and Imperial City LOD)
    • QC Fix on _OT_shotgun_roof_01_LOD01 (Missing Neutropolis LOD)
    • QC Fix on GEO_Hair_Mimee_01 (zero tangent/normals)

     


    Miscellaneous

    Candy Cane Vendor:

    • Fixed a display issue that was causing the Snow Beast costume in the Candy Cane vendor's shop to show the Fir Bolg costume text.

     

    Graphics:

    • Added a hint for AMD & NVIDIA drivers to prefer the high-performance GPU on systems that have multiple GPUs.

     

    Architect Entertainment:

    • Fixed an issue where cosmic background radiation flux could disrupt the appearance of Architect Contact Holograms.

     

    Sound System:

    • Added /loudstacking slash command to optionally enable old eardrum-busting sound stacking.
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