Jump to content

Search the Community

Showing results for tags 'issue 26'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Announcements & Information
    • Announcements
    • User Agreement & Code of Conduct
    • Getting Started
    • City of Heroes: Homecoming Discord Server
  • Help & Support
    • Help & Support
  • Development
    • Developer's Corner
    • Homecoming Beta
    • Bug Reports
    • Suggestions & Feedback
    • Homecoming Launcher
    • Website Suggestions & Feedback
  • City of Heroes: Homecoming
    • General Discussion
    • Tools, Utilities & Downloads
    • Archetypes
    • Guides
    • Base Construction
    • Badges
    • Roleplaying
    • Mission Architect
    • The Market
    • The Arena (PvP)
    • Art & Multimedia
  • Servers
    • Torchbearer
    • Excelsior
    • Everlasting
    • Indomitable
    • Reunion (EU)
  • Real World
    • Reconnect
    • Video Games
    • Comic, Hero & Villain Culture
    • Off-Topic
    • Fallen but not Forgotten
  • Mids' Reborn Hero Designer's Forum
  • Unofficial Homecoming Wiki's Forum
  • PC Builders's Forum
  • The Dawn Patrol's Topics
  • All-Star All-Fans's Introductions
  • All-Star All-Fans's RP Events
  • All-Star All-Fans's All-Star All-Fans
  • All-Star All-Fans's RP Discussion
  • All-Star All-Fans's All-Star Memes
  • The El Cadejo Fan Club's Introductions
  • Ace Fan Club's Topics
  • Ace Fan Club's Ace Memes
  • Roleplay-a-Day's Discussion (OOC)
  • Jerk Hackers (Dupin Rares)'s Topics
  • Repeat Offenders Network's Topics


  • Costume Contests
  • Weekly Strike Targets
  • Other Contests
  • Seasonal Server Event
  • Monster Mash
  • Excelsior Player-Led Event
  • Everlasting Player-Led Event
  • Torchbearer Player-Led Event
  • Indomitable Player-Led Event
  • Reunion Player-Led Event
  • The Dawn Patrol's Events
  • Roleplay-a-Day's Roleplay-a-Day Calendar
  • Cham Co.'s Events
  • Repeat Offenders Network's RO Events

Product Groups

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

  1. General Mac OS X 10.15, codename Catalina, removes support for 32-bit applications. We have been hard at work for the last couple of months upgrading the client and all server components to 64-bit, while @Manga has been working on a new version of Island Rum that uses the 64-bit version of Wine to run the game in Mac and Linux. This patch , fingers crossed, is the culmination of those efforts. Mac users experience issues When launching Tequila, you will now be presented with three options: Homecoming: new 32-bit client based on modern development tools; backwards compatible with Windows XP. Homecoming (64-Bit): new 64-client, which is required for players running Mac OS Catalina and recommended for players running modern operating systems; players on older operating systems may need to install the Visual Studio Redistributable Package from Microsoft in order to launch this client. Homecoming (Safe Mode): old 32-bit compiled with the old toolchain; you should only use this if you run into problems with the other two versions, and you should let us know what the problems were. Very old Mac OS versions need to use this client for the time being. This version will be removed once the other two are mature and working well on all systems. If you have a Mac, even if you're not currently running Catalina, please contact check out this post if you have problems with Island Rum. Since Mac users are a minority, we are going to need a lot of feedback to make sure things run smoothly for everyone. Linux users can still run the 32-bit client under Wine so they're less of a concern, but if you want to test the 64-bit client, be aware that it is dynamically linked and you will need to install the Visual Studio 64-bit runtime. The 32-bit version is statically linked to maximize compatibility. Because of the extensive code changes to both server and client with this patch, none of the data changes currently on the Beta servers are being published until we ensure that this patch is stable and will not require a rollback. Social Added a roleplaying tag which will flag yourself as currently RPing. This will change your character name to appear in purple as well as adding a "Roleplaying" title. Use /roleplaying to toggle the flag on and off, or use the dropdown in the helper window (H by default). Increased Supergroup membership limit from 150 to 300. Input The game no longer uses DirectInput due to incompatibility with Mac OS Catalina, and now uses standard Windows messages for input. For the most part you should not notice any difference, although players with international keyboard distributions may have issues entering non-English and special symbols. DirectInput Joystick support has been replaced replaced it with new Game Controller support. Instead of a simple "Joystick Input Enabled" toggle, you can select which device to use from the options menu. Native support for XBox controllers as well as other XInput compatible controllers. This is not available on Windows XP. Controller vibration support for XInput devices: Damage received Environmental effects Turn on vibration on the options menu, or you can choose to only enable vibration effects from one of the above sources. Raw Input handles non-XInput devices and replaces DirectInput. All DirectInput-compatible devices should be supported, including traditional joysticks. Physics PhysX simulation is no longer frame-locked to the game. It now runs asynchronously, so if PhysX is processing too slowly to keep up, it should not slow down your framerate, but instead use larger simulation steps to compensate. If it falls too far behind, the number of PhysX objects in the scene will be reduced by removing the oldest objects. When particle physics quality is set to "High" or above, mutual collision is enabled between all PhysX objects. This means that junk from Propel will stack up instead of passing through other debris, bullet casings, trash, and leaves will bounce off of and can even come to rest on it, etc. These objects also affect each other, so pushing leaves around causes other nearby objects to move (depending on their mass). When physics quality is set to "Very High", the simulation step resolution is increased by 50%, and the step rate is allowed to scale up to 120fps rather than being capped at 60fps. Large objects (i.e. gravity control) will always interact with all other objects, even on the Low physics setting. Bug Fixes Characters that crash on the first login after creation and become corrupted will now be cleared out by the dbserver instead of staying in the character list. Fixed crash when clicking Accept on the SG Settings interface when no fields where editable. Make it somewhat less likely for defeated enemies to be twisted into pretzels: Overhaul ragdoll parameters. The spring and dampen settings must have been different in older versions of PhysX, because the ones in NwRagdoll did almost nothing; which is why everything was so limp. Fixed joints (for all bones that don't have a spherical or hinge joint with special parameters) are apparently not working correctly, so replace them with a hinge joint that has a very small range of motion. This is still not perfect. As @Number Six put it, "Ragdoll is still broken, but it's broken in new and different ways." Fix enhancement tables not properly displaying % signs (and possibly crashing). Switching alignment with a completed mission will no longer abandon it. This was being exploited in order to repeatedly obtain the last mission of a story arc (delivery missions in particular) and obtain the merit rewards for the arc again and again. As a result, the mission will be stuck in your list until you switch to a compatible alignment and are able to call the contact again. Note: Antivirus software will probably freak out when the new client executable is downloaded; make sure you add it to your whitelist if you get an "access denied" or "file not found" error when trying to start the Homecoming client.
  2. None of the i26 page 5 IO set bonuses deactivate when exemping, even when you exemp all the way to level 1.
  3. This is a server-side configuration update only General Reduced the low safe population cap in Kings Row to 20 players (previously it was 200) This will cause a new instance of Kings Row to open up if you gather 20 people in Kings Row, allowing you to run the Paladin event at any time Note: The Paladin event can still fail to start properly even in a fresh zone - you may need to repeat this process again until the event starts properly This does not impact the maximum players allowed in the zone - this remains unchanged Due to a longstanding bug, the Paladin event will only run once per copy of the zone (and even then, it may not actually start correctly). With this configuration change, you can now open up a new copy of the zone fairly easy in order to run the event. This configuration change will remain in effect until the Paladin event has been fixed, at which point we will set the cap back to 200.
  4. Version 26.5.3224a General Fall has arrived in Atlas Park, and the Halloween decorations have been taken down until next year
  5. Version 26.5.3018 Bug Fixes Minor client stability fixes
  6. Version 26.5.2778 Bug Fixes Minor client stability fixes
  7. Bug Fixes Fixed the game not loading if the install path contained an accented character Minor crash and stability fixes
  8. Bug Fixes "Bug Fixes & Performance Improvements" No, really! This patch contains mitigations for crashes inside the third-party PhysX library. We have been receiving a number of crash reports that point to a bug related to physics simulation, but it's deep in the guts of the library and not something that can be simply fixed or directly observed. It's been a persistent problem for some people, and for whatever reason trick or treating seems to be a catalyst that makes this occur more often. If a situation occurs where PhysX would cause a client crash, the game is now able to trap it and recover in most circumstances and, depending on the circumstances, either re-initialize the library or completely jettison it. The loss of debris and particle effects may occur in some cases, but is a better outcome than a crash. This was previously not possible since the crash was happening in a library-managed thread we have no control over. The API hook technique created for the Intel HD fix was leveraged to take control over this thread and install some additional error handling.
  9. Halloween Event The Halloween event is here! Trick or Treating has been enabled in all city zones (note: you need to be in a zone that matches your level in order to trick-or-treat), along with the Whispered Rumor tip mission Dr. Kane’s House of Horror is available in the Holiday tab of the LFG window Both the Zombie Apocalypse and the Deadly Apocalypse are upon us! The Halloween vendors (Malkiel Ivesse in Atlas Park, Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) have stocked up with goodies to trade for your salvage Atlas Park has received a seasonal makeover The event will be active for four weeks, and will end during maintenance on November 3rd Changes for 2020 Eternal Night: Now only active for the first (October 6th - 13th) and last (October 27th - November 3rd) weeks of the event The normal day/night cycle will be restored for the interim period Dr Kane's House of Horror: Removed two options (Bats Aura and the Costume Change Emote) from the reward table as these items are unlocked automatically on character creation Bug Fixes Trainers should no longer talk about certain free / prestige powers gaining enhancement slots when you level up Giant Monsters no longer grant reward merits in Architect Entertainment missions This fix was omitted from the beta patch notes due to a related exploit The character list should no longer take a very long time to load for some Windows 7 users The list of monitors are now enumerated in a better way, and should always list the primary display as Monitor 1 Technical Stuff Most of this will be irrelevant for the average user, but we're including it here for transparency. Intel Graphics Compatibility Resolved a compatibility issue with Intel graphics chips on Windows 10 - the game no longer requires an external workaround involving dark rituals to function If you're currently using the Intel OpenGL shim fix, you don't need to anymore If you're currently using the Intel OpenGL shim fix and the game no longer functions for you, please post a dxdiag log in this thread If you don't know what this is, you probably don't need to worry Visited Maps Some changes have been made to the way information on visited maps is stored Now stored in a per-account subdirectory of the installation folder rather than in /appdata/ Now stored in a single file per character, rather than per map per character Legacy map data from /appdata/ will be automatically imported Reduced the performance impact of saving this data Command Line Parameter Changes The way the game interprets command line parameters has changed in order to accomodate for the upcoming launch of the new launcher - generally this is only relevant for those that launch the game with their own shell scripts or special shortcuts The command line arguments -patchdir and -patchversion no longer exist For use with existing installs, you should always include the -legacylayout command line argument, or the client won't be able to find certain files This only applies if you aren't launching the game with Tequila or Island Rum The new command line argument -assetpath will point the client to the piggs folders, in load order The default is -assetpath piggs -assetpath homecoming for live, and -assetpath piggs -assetpath hc-beta for beta Files in the data folder (eg: a standard vidiotmaps install) will still be applied as before Resume_info.txt This should've been included in the patch notes but we missed it - apologies Resume_info.txt can no longer be used to automatically log into the game This functionality shouldn't have been accessible outside of development builds, and it's generally a bad idea to encourage storage of passwords in plaintext format The upcoming Homecoming Launcher will eventually be able to expedite the launch process in a similar (but far more secure way Note that this will not be a launch feature, but something added after release Updated: 20:35 GMT Bug Fixes Fixed an issue where the game would be unable to locate its data files if installed in the root directory of a disk.
  10. Miscellaneous Several text fixes to missions, powers, and badges These fixes are being pulled from this thread, please post there if you find any text issues!
  11. Bug Fixes Fixed a crash relating to invalid entries in the salvage inventory list Fixed a crash relating to setting Supergroup colours under certain circumstances
  12. Badges Added the 16th Anniversary badge, "Resurgent". It will award automatically during the month of May. Powers Pool > Leadership > Maneuvers: fixed a bug where Melee, AoE, Lethal and Cold def were only being granted to the caster. Tanker > Spines > Spine Burst: This power erroneously had it's Radius increased to 16 instead of its Target Cap. This has been fixed. Blaster > Dual Pistols: Fixed an issue where the set was not granting blasters Defiance +Damage Dual Pistols > Hail of Bullets: Fixed an issue where the power DoT chance was calculated only once at the activation of the power instead of once per tick when non standard ammo was active. Set Bonus > Synapse Shock should no longer show a buff icon. Enhancements Synthetic Hamidon enhancements for Accuracy/Mez and Damage/Mez will now combine with their Titan, Hydra and Hamidon counterparts. Fixed an issue with some procs not working on Dual Pistols > Hail of Bullets. Corrected "Chance for Fire Damage" text in Sentinel's Ward: Recharge/Chance for Absorb.
  13. General Atlas Park is now ready for winter. The background color for Damage Resistance enhancements is now a slightly redder hue, to distinguish them from Defense enhancements. Bug Fixes Fixed clip region for the load costume list in the costume editor on high DPI monitors. Added a sanity check for the UI scale on startup in case it gets corrupted in the registry. Added a work around for a deficiency in old versions for Wine on Mac that resulted in a divide-by-zero crash on startup. Candy Canes can no longer drop in Architect Entertainment missions. Fixed mistimed VFX for the dark version of Atom Smasher. Homecoming Crash Handler The new Homecoming Crash Handler has been added to the game - however, it is currently inactive until we update our Privacy Policy to cater for it.
  14. General Improved the loading time and stability of Architect missions with a large number of custom critters. Bug Fixes Fixed an issue with missing color palettes for Spines and Thorn sets in the Power Customization screen Fixed the damage percentage display in the description of the Going Rogue pre-order enhancements (the enhancements available from the P2W vendor) Powers Electrical Affinity Players should now be able to cancel the following Electrical Affinity Buffs: Energizing Circuit Empowering Circuit Insulating Circuit Faraday Cage no longer shows a buff icon on the caster while the sphere is active. Savage Melee Savage Melee's power set description has been updated to no longer state that Shred is empowered by consuming Blood Frenzy, and instead that it builds Blood Frenzy. Set description no longer states that Blood Frenzy adds a damage buff, it now accurately states Blood Frenzy adds a recharge buff and endurance discount. Blood Thirst description updated to highlight the power increases Bleed DOT to 100% Other Fixed a bug where the highest tier Incarnate Hybrid Support was not granting Endurance Discount. Stalker > Weapon Mastery > Shuriken: This version of the power was missing the recharge change from Page 5 Radiation Melee > Fusion: This power should no longer play the Build Up sound twice. Atomic Manipulation > Ionize: This power should no longer play the Build Up sound twice.
  15. Take Your Child to Work Day To simulate a more true-to-life superhero experience, all heroes and villains must now take their children to work! Your child will follow you around and will always move slightly slower than you Be sure to take regular breaks so they can catch up Please note that, just like real children, you cannot dismiss them and they must be cared for at all times Powers Brawl This power has been significantly rebalanced to ensure all characters are on an even footing Nerf Bats All players now have the ability to nerf each other with large foam bats This change should finally ensure that the game is perfectly balanced, as all things should be Floors Floors have been removed from the game Nemesis Plots
  16. Issue 26, Page 5 Safe Mode Discontinuation As we announced in January, Safe Mode is being discontinued with the release of Page 5 If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads (Windows support thread, Mac support thread) Costume Editor Update Auras have been separated into two slots: Auras and Path Auras Boots and gloves now have an asymmetrical toggle, which can be toggled on to allow separate left and right glove and boot selection Not every set of gloves and boots are available in asymmetrical mode, more will be added in future updates All sets of gloves and boots remain available in symmetrical mode New Support Powerset: Electrical Affinity You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to. The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies. Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have. Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds. Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes. Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special) Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen) Unleash a blast of electrical energy around your target, draining them and all nearby enemies of some endurance. This will also reduce their regeneration, recovery, and damage dealt for a short period of time. Recharge: Slow T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static) Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static) Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery) Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static) Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge) Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3. New Origin Power Pool: Experimentation "Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool's travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often." As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time. Powers T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status)) You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic)) You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate T3: Speed of Sound (Toggle: Self +Speed, (Special)) Your experiments have yielded incredible results. By activating this power, you're able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while. Jaunt (Click, Self Teleport) Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense) You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target's feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special) You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long New IO Sets Synapse's Shock (Endurance Modification, Rare, 21-50) The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Recharge Damage / Recharge / Accuracy Damage / Accuracy / Endurance Reduction UNIQUE: Endurance Modification / 15% Increased Run Speed Set Bonuses: 2: 7.5% Movement Speed 3: 10% Slow Resistance 4: 8% Regeneration 5: 6.25% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Power Transfer (Endurance Modification, Rare, 21-50) The second damage-focused Endurance Modification set. Enhancements: Endurance Modification Damage / Recharge Endurance Modification / Damage Damage / Accuracy / Endurance Reduction Damage / Recharge / Accuracy / Endurance Reduction Chance to Heal Self (3 PPM) Set Bonuses: 2: 6% Regeneration 3: 1.35% Max Endurance 4: 1.875% Max Health 5: 9% Accuracy 6: 7.5% Recharge Preemptive Optimization (Endurance Modification, Uncommon, 21-50) An Endurance Modification set with a focus on ally buff abilities that don't deal damage. Enhancements: Accuracy / Recharge Endurance Modification / Endurance Reduction Endurance Modification / Recharge Endurance Modification / Accuracy / Endurance Reduction Endurance Modification / Accuracy / Recharge Endurance Modification / Endurance Reduction / Recharge Set Bonuses: 2: 1.8% Max Endurance 3: 1.5% Max Health 4: 3% Toxic / Psionic Resistance + 5% Mez Resistance 5: 3.75% Recharge 6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense Bombardment (Targeted AoE, Rare, 30-50) Enhancements: Damage Accuracy / Recharge / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Damage / Recharge / Endurance Reduction Chance for Fire Damage (3.5 PPM) Set Bonuses: 2: 5% Increased Range 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance 4: 7% Accuracy 5: 5% Recharge 6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance Artillery (Targeted AoE, Uncommon, 30-50) Targeted AOE set with a Range component and two sources of Ranged Defense. Enhancements: Accuracy / Damage Damage / Endurance Damage / Recharge Accuracy / Damage / Recharge Accuracy / Recharge / Range Endurance / Recharge / Range Set Bonuses: 2: 8% Regeneration 3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence 4: 2% Damage Buff 5: 9% Accuracy 6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence Powers The following powers now ignore outside buffs (they all provide enhanceable resistance and should've always ignored buffs) Controller > Darkness Affinity > Fade Controller > Poison > Elixir of Life Defender > Poison > Elixir of Life Corruptor > Poison > Elixir of Life Mastermind > Poison > Elixir of Life Sentinel > Bio Armor > Genomic Evolution The following Scrapper and Stalker Epic Pools powers have been modified: Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets. Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits. Mu Mastery > Electric Shackles: This power can now land critical hits. Soul Mastery > Soul Storm: This power can now land critical hits. Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it's damage. Recharge has now been increased from 3 to 6 seconds. Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased. The following powers are now disabled whilst in Arena matches: Mystic Fortune (and buffs) Secondary Mutation (and buffs) Jump Pack Steam Jump Leadership The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds: Pools > Leadership > Maneuvers Pools > Leadership >Assault Pools > Leadership >Tactics Invention Procs Call of the Sandman: Chance for Heal No longer procs multiple times per power Heal increased from 5% to 15% This proc is now unique Gaussian's Synchronised Fire Control: Chance for Build Up Should now once again work on pets to-hit powers, but will not will not proc on the pet owner when using pet-summoning powers Edict of the Master Now shows defense under all defense types instead of under base defense Dark Miasma The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers Controller > Darkness Affinity > Twilight Grasp Controller > Darkness Affinity > Tar Patch Corruptor > Dark Miasma > Twilight Grasp Corruptor > Dark Miasma > Tar Patch Mastermind > Dark Miasma > Twilight Grasp Mastermind > Dark Miasma > Tar Patch Pets > Dark Servant > Twilight Grasp Incarnate > Lore > Demons > Support > Twilight Grasp Incarnate > Lore > Vanguard > Support > Twilight Grasp Mission Maker > Dark Miasma > Twilight Grasp Signature Summons > Ghost Widow > Twilight Grasp All versions of Twilight Grasp Accuracy increased from 1.0x to 1.2x Power Customization Updated Electrical Blast for Blasters and Corruptors to be able to select from both the default Hero (blue) and Villain (red) options, along with other customisation options Fixed the default Villain (red) theme Electrical Blast having a Hero (blue) Voltaic Sentinel Update: This is actually something coming in Page 6! Katana Animations Katana powers no longer have a "No Redraw" theme. These powers now will execute an interruptible draw animation only in the following conditions: Out of combat Out of range from the target Power still has not recharged These changes impact the following sets: Blaster > Ninja Training Brute > Katana Mastermind > Ninjas > Jounin Tanker > Katana Scrapper > Katana Sentinel > Epic > Ninja Tools Stalker > Ninja Blade Should these changes work as intended, other weapon sets will get similar treatment as time permits Dark Melee Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks! Arc increased from 45 to 120 degrees Recharge increased from 8 to 11 seconds Cast Time reduced from 3.07 to 2.35 seconds Damage lowered from scale 2.156 to 1.6184 DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645 Target Cap increased from 10 to 16 for Tankers Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers Dark Melee was under-performing in the AoE department. The aim of this change is to increase the AoE potential of the set whilst having minimal impact on the single target potential. Powers Bug Fixes Tanker > Super Reflexes > Evasion: Fixed a bug where this power would not maintain its Defense Resistance 100% of the time. Fixed several villain powers being tagged as both Ranged and AoE: 5th Column > Missile Launcher Banished Pantheon > Musket Event Zombies > Musket Generic Guns > Missile Launcher Temporary Powers > Particle Cannon Crey > Sleep Gas Axis America > Missile Launcher Vahzilok > Venomous Spray Paragon Police > Smoke Grenade Snakes > Venomous Spray Secondary Mutation > Devolution: Fixed an issue that caused you to not change your shape and prevent all powers from being usable until zoning Pool > Invisibility > Phase Shift: This power's effect should no longer cancel if stunned, held or slept by a delayed mez effect. Incarnate > Hybrid > Melee: This tree no longer grants mez protection in PvP zones, instead, it grants mez resistance. The following powers Soul Noir theme of this power was executing the wrong animation and missing FX. This has been fixed: Sentinel > Dark Blast > Abyssal Gaze Defender >Dark Blast > Petrifying Gaze Scrapper > Epic > Darkness Mastery > Petrifying Gaze Stalker > Epic > Darkness Mastery > Petrifying Gaze Incarnate > Interface > Degenerativ: Should once again work on raid targets Invulnerability > Unstoppable: This power no longer accepts Endurance Mod enhancements or sets. The Recovery buff in this power has never been enhanceable Stalker > Ice Melee > Ice Patch: This power no longer states that it accepts Universal Damage or Stalker Archetype Origin sets, it has never accepted these enhancements Savage Melee > Savage Leap: Should inflict damage much more reliably when used from maximum range on moving targets or while jousting Blaster > Support > Devices > Targeting Drone: This power's text should no longer state it grants a recharge buff General Powers with redirects will now display numbers properly in the detailed information window Standardized combat spam for heal and endurance modification attributes Standardized the text description denoting the recharge time of player powers: Less or equal to 3s: Very Fast More than 3s, less or equal to 6s: Fast More than 6s less or equal to 10s: Moderate More than 10s, less or equal to 60s: Slow More than 60s, less or equal to 240s: Long More than 240s, less or equal to 600s: Very Long More than 600s: Extremely Long All players can now move through Mastermind henchmen and push them out of the way, not just their owners Null the Gull now has options to disable the additional power tray popup for all Origin Pool travel powers Updated the "incorrect password" login error message to prompt the player to check they aren't using their forum account info Influence gain can no longer be increased by disabling XP General Chat Channel A new 'General' channel has been added to the game This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General /general, /gen and /z can be used to send messages to General The new channel will automatically be added to the appropriate chat tabs after a character has re-logged twice. Mastermind Henchmen AI Updates Melee Mastermind Henchmen set to Go To are now free to move within a 30' radius of the selected position in order to attack foes Ranged Mastermind Henchmen set to Go To are now free to move within a 5' radius of the selected position in order to attack foes Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding When Mastermind pets are teleported to their owner due to being out of range, they now now reset their orders to Follow to avoid odd Stay/Goto behavior Login Screen Update The login screen has been updated to feature the new Homecoming logo Goldie's red sleeve has finally been fixed and is now actually gold Bug Fixes Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers Sorcery > Rune of Protection: VFX no longer persists after the power expires Fixed an issue preventing some power customisation files from loading properly Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE Positron should no longer teleport all over the place in the Mortimer Kal Strike Force Fixed a crash relating to combining enhancements Fixed an issue that could cause boosters and catalysts to not show up in the combination screen Fixed clipping issue for Huge > Pants > Gunslinger Boots
  17. Bug Fixes Soulbound Allegiance's Chance for Build Up proc again proc on Pets. It should not proc on players when summoning pets. Fix for issue with Engagement status that has been keeping Targeting Drone from dropping it's Up-Front damage buff while in combat. Fixed a bug where Degenerative Interface was over-stacking on raid encounters. Fix Rune of Protection FX persisting until zoning. Fix incorrect color of Common Vigor Alpha. General Chain powers now have a unique border, courtesy of @GuyPerfect: Beam Rifle (Sentinel) Refractor Beam Electric Control Jolting Chain Synaptic Overload Electric Melee Chain Induction Electricity Mastery (Sentinel) Rehabilitating Circuit Martial Assault Trick Shot
  18. Take Your Child to Work Day You can now walk all over your child You can now send your child to its room for a short period of time Your child will now fade away when you leave, rather than falling over Bug Fixes Fixed an issue with custom critters and path auras that caused some arcs to give a "MADoorInvalid" error Fixed a display issue where costume parts from an old costume could sometimes linger for other players after switching costumes Fixed a server-side crash Fixed a client crash in the tailor screen UPDATE #1 (11:00 UTC): Some of the fixes had to be rolled back due to unforeseen issues. We'll work on getting them resolved ASAP. UPDATE #2 (21:00 UTC): We've pushed out another hotfix to resolve the remaining issues. The notes above reflect the second update.
  19. General Ambassador Kuhr'Rekt no longer requires the Native badge, which is unavailable to former Praetorians. The contact "Max" in Dark Astoria will no longer be stuck unable to give you any missions if you finished his arc using Ouroboros before running Dark Astoria normally. He should always, at the very least, offer the mission that introduces Praetor Duncan. Sentinels will now receive the Power of Scirocco clickie in the Barracuda SF. Fixed an issue that broke Windows XP compatibility with the 32-bit Client. Fix detection of more than 4GB of physical memory on 64-bit platforms. Be more aggressive about capturing the mouse pointer while in mouselook and camrotate mode. Fix the magical shrinking window on 64-bit; Windows Vista and newer in 64-bit mode report system metrics for window frame size differently. Costumes Added the following costume patterns from Derek Brown: Chisel, Crosshair, Grid, Oculus, Tech Shield, Trident and Widget. Enabled the Malaise pattern for players. Base Editor Added 676 items to the base editor. You can find them by searching for "New" in the Place Item view. The red and black floor grid should now be hidden outside of the base editor. Nature > Grass Valley has had its alignment corrected and should now be usable with other floor plate details (e.g. all the other grass). Existing bases will not be modified. Simply moving any existing Valleys will update their position. The following details have had their selection box fixed: Arcane Teleport > Carnival of Light Portal Arcane Teleport > Magic Portal Arcane Teleport > Summoning Portal Arcane Teleport > Summoning Portal (Inactive) Tech Teleport > Interdimensional Shard Tech Teleport > Black Hole Tech Teleport > White Hole Tech Teleport > Small Portal Bathroom > Bathtub Water Peacebringer FX Peacebringer customizable FX have been updated in order to actually use the secondary color. The glowy eyes have been reined in: All buff powers use the same eye glow VFX, so they will no longer stack. Attacks still spawn extra glowy eyes when used. This will get fixed someday. Conserve Energy will now have glowy eyes. The humming noise has been reined in: It no longer plays when activating attacks. It no longer plays when one VFX expires and transitions to another one. Being mezzed with the toggle sheilds on will no longer blow out your speakers. Inner Light now only plays it once instead of twice. Other stuff: White Dwarf Step no longer uses Warshade graphics. Quantum Shield's "No Bubble" setting no longer has fuzzy rings. Powers: Snipes General Changes ToHit is no longer required to achieve fast-snipe. Now, combat status determines if snipes are fast or slow, and ToHit buffs increase how much damage fast-snipe inflicts. The snipe will be fast if you have attacked or been attacked in the last 8 seconds; this is the same time as Stalker's Hide. Note that PvP scale is based only around the PvP damage formula. ToHit buffs and debuffs do not change quick snipe damage in PvP. The following fast snipe animations have been synced with their FX, no cast time changes: Moonbeam, Zapp, Sniper Blast, Proton Volley (they all remain at their original 1.33 second duration.) Added a new PVP IO Snipe set "Experienced Marksman"; includes proc that will always turn your Snipes into the fast version. Blaster/Defender/Corruptor Snipes 12 second recharge and 14.352 end cost. Base 2.28 scale damage in their "quick" form, down from 2.76 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.76 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Dominator Snipes 20 second recharge and 18.512 end cost. Base 2.67 scale damage in their "quick" form, down from 3.56 scale. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 3.56 scale damage with +22% ToHit buff. Slow form will do 4.5 scale damage. Epic Snipes Will now have a base 1.75 scale damage in their quick form. Every point of ToHit buffing the player has will increase or decrease this damage, up to a cap of 2.3 scale damage with +22% ToHit buff. Slow form will do 3.56 scale damage Slow form crits will do 3.56 + 1.78 scale damage. Scrappers should now properly crit 10% of the time, instead of using Stalker requirements. Powers: Dominator Assault Sets Earth Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Stone Spears: Cast time reduced from 2.10 seconds to 1.00 second. Tremor: Cast time reduced from 3.30 to 2.50 seconds. Hurl Boulder: Cast time reduced from 2.50 seconds to 1.50 second. Recharge increased from 8 seconds to 12 seconds. Damage increased from 86.64 to 120.5 damage. Heavy Mallet: Recharge increased from 12 to 14 seconds. Damage increased from 133.1 to 151.8 damage. Mud Pots: Increased radius to 15ft. Lowered endurance cost slightly. Damage lowered from scale 0.18 per tick to 0.13 per tick Electricity Assault: Thunder Strike: Cast time lowered to 2.5 seconds. Now knocks enemies down. ST and AoE Damage increased. Energy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Total Focus: Cast time shortened from 3.30 to 2.50 seconds. Power Burst: Cast time shortened from 2.00 to 1.67 seconds. New special mechanic. Most single target attacks have a 20% chance of granting Energy Focus mode. Hitting a foe with Total Focus will always grant Energy Focus mode. While in this mode, Whirling Hands will inflict a large amount of bonus damage. Power Burst will do some bonus damage. The mode will be removed if a power with bonus is used. Icy Assault Power Boost is now Power Up. (90s recharge, +34% damage, +75% str to other effects for 10 seconds.) Ice Bolt: Recharge increased from 4 seconds to 5 seconds. Damage increased from 52.9 to 61.3 damage. Ice Sword: Recharge increased from 8 seconds to 10 seconds. Damage increased from 95.8 to 114.5 damage. Ice Slash: Recharge increased from 10 to 17 seconds. Damage increased from 114.5 to 179.8 damage. Chilling Embrace: increased radius to 15ft. Added -10% damage str to affected enemies. Power now deals cold damage every 2 seconds to foes that are not under the Sleep status effect. Slightly lowered the speed movement debuff. Martial Assault Envenomed Blades: Fixed a bug where this power would sometimes proc more than once. Procs now ignores damage buffs and enhancements. Thunder Kick: Recharge lowered from 8 seconds to 7 seconds. Damage lowered from 95.8 to 86.4 damage. Trick Shot is now a proper chain attack, hits up to 5 targets. Damage lowered from scale 1.4 to scale 1.1 Spinning Kick: Recharge increased to 10 seconds. Target cap reduced to 5, same as all other melee cones. This power was also doing Single Target damage despite it being a cone. This has been fixed but recharge increase should keep damage decent. Dragon's Tail: Recharge reduced from 20 seconds to 16. Damage scale from 1.1 to 0.8985. Explosive Shuriken should no longer state it's an AoE, but still will do splash fire dot damage to foes around the main target. Psionic Assault Psionic Dart: Cast time reduced from 1.33 to 0.83 seconds. Telekinetic Thrust: Cast time reduced from 2.07 to 1.00 seconds. Recharge lowered from 8 seconds to 7 seconds. Damage lowerd from 95.8 to 86.4. Radioactive Assault Contaiminated Strike: Recharge increased from 5 seconds to 8 seconds. Damage increased from 67.7 to 95.7 damage. X-Ray Beam: Recharge from 10 seconds to 11 seconds. Damage increased from 103.5 to 112.0 damage. Devastating Blow: Recharge 18 seconds to 20 seconds. Damage increased from 189.2 to 207.9 Devastating Blow and Atom Smasher now accept Dominator ATOs. Savage Assault Vicious Slash: Recharge increased from 9 seconds to 11 seconds. Damage increased from 105.1 to 123.8 damage. Call Hawk: Recharge increased from 12 seconds to 14 seconds. Damage increased accordingly (variable damage.) Feral Charge: Target cap lowered to 5. Thorny Assault Aim replaced with Build Up. Thorny Darts: Recharge time increased from 3 to 4 seconds. Damage increased from 44.4 lethal to 52.8 lethal. Skewer: Cast time reduced from 1.63 seconds to 0.83 seconds. Recharge time lowered from 10 seconds to 6 seconds. Damage lowered from 114.45 to 77.1 damage. Chance for DoT increased from 80% to 85%. Impale: Cast time reduced from 2.43 seconds to 1.43 seconds. Recharge increased from 8 to 10 seconds. Damage increased from 86.6 to 103.5 damage. Flling Thorns: Lowered recharge to 10 seconds. Scale to 40.9 lethal damage and 4.5 toxic damage over time. Ripper: Recharge increased from 13 to 15 seconds, arc lowered to 60 degrees. Damage increased to 136.5 lethal damage. Thorn Barrage: Recharge time increased from 11 to 18 seconds. Damage increased to 42.8 lethal damage per tick. Powers: Devices Changed Web Grenade to Toxic Web Grenade, now deals scale 1 toxic DoT and can be slotted for damage Taser: Recharge reduced from 20 to 10 seconds, duration reduced from scale 10 to scale 5, damage increased from 0.25 to 1.96 (same damage as Energy Punch) Time Bomb: Animation is now 2.77 seconds, interrupt time removed, countdown reduced to 5 seconds, defiance values reduced to match (this only applies to this set, not to the Traps support set versions.) Trip Mine: Interrupt removed. Cast time is now 2.77 seconds. Recharge increased to 30 seconds. Targeting Drone now gives your first attack from out of combat a Built-Up effect (80% damage) and continues to provide a 20% damage buff while in combat. Powers: Stealth All self-stealth toggles should now recharge in 2 seconds. Pools > Concealment > Stealth: No longer slows the user down. Pools > Concealment > Invisibility: Endurance cost lowered from 0.65 to 0.2275. You are now be able to attack while this power is active, but should you attack, all it's defense will suppress. Illusion Control > Superior Invisibility: Endurance cost lowered from 0.52 to 0.182. Powers: Misc Changes & Bug Fixes Gravity Control > Propel: Adjusted physics parameters on objects to make them feel solid and not bounce around like rubber toys. Night Widow & Fortunata Vengeance: Now triggers on league members. The buff will still only apply to teammates. Beta Decay: FX now anchors on the player and not the world. Pool > Leaping > Spring Attack: now does Containment damage when used by Controllers. Pool > Sorcery > Enflame: Should now do damage for Sentinels Kheldians > Inherent: Should now see Sentinels the same way they see Blasters and Scrappers, for the purpose of their inherent powers. Controller > Ice Control > Flash Freeze: should be properly flagged as a Targeted AoE, not a Point Blank AoE. Stalker > Savage Melee > Shred: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stacks instead. All other AT versions of the power had the correct text for Shred. Dominator > Feral Charge: Fixed a bug where sometimes it would do no damage if executed from maximum distance. Dominator > Savage Assault > Unkindness: This power erroneously said it consumed Blood Frenzy stacks. The text has been corrected. This power generates one Blood Frenzy stack, and it's DoT becomes stronger the more Blood Frenzy the caster has. This bonus to Unkindness makes up for the set's lack of Savage Leap and Hemorrage. Sentinel > Ice Blast > Chilling_Ray: Should now accept Slow enhancements. Sentinel > Regeneration > Dismiss Pain: Increased amount of MaxHP granted to 24% from 6%, should had not been that low to begin with. Beam Rifle > Disintegration: Should [hopefully] never linger after the target dies. Earth Control > Animate Stone: should no longer stop to reconsider it's life choices for about 6 seconds after using Hurl. Mu Mastery Epic Pool: Zap now uses Melee Damage Modifiers All versions of Beam Rifle's Penetrating Ray now has a 55% chance of spreading disintegration. All versions of Beam Rifle's Lancer Shot now has a 100% chance of spreading disintegration. Fixed a bug in the no-redraw version of fast-Archery's Snipe. Psionic Lance's quick FX was completely broken and out of sync. FX has been resync but this required a slightly slower animation (1.33 seconds.)
  20. Bug Fixes Fixed a client crash that could occur when combining enhancements Fixed the enhancement screen to correctly show salvage (boosters & catalysts) in the second slot when combining
  21. Issue 26, Page 4 Homecoming Crash Handler The new Homecoming Crash Handler has been enabled. If your game crashes, you will now be presented with a number of options for providing us with information to help diagnose and resolve the crash (see an example here). If you are still stuck on the safe mode client it is of paramount importance that you submit crash reports for the 32-bit or 64-bit clients. It is likely that this is the last major update that will support Safe Mode. Please read this thread for more information relating to the discontinuation of Safe Mode. Tanker & Brute Changes Scaling & Stats Tanker: Ranged damage modifier increased from 0.5 to 0.8, Melee damage modifier increased from 0.8 to 0.95, Bruise has been removed in favour of a flat damage scale increase. Buff modifiers increased to match Controller values. Damage buff cap increased from 400% to 500%. Brute: Ranged and Melee damage modifiers are now equal at 0.75. Damage buff cap lowered from 775% to 700%. All Brute and Tanker Epic pools now use ranged damage modifiers. Note that due to the above changes, Epic Pools should see no damage change at all. AoEs Most Tanker Melee AoE powers have had their target caps increased. Most cones now have a 10 target cap. Most PBAoEs now have a 16 target cap. Tanker now gets an inherent buff to the radius of AoE attacks and arc of cones. +50% for AoEs. +50% for cones. Some powers are unaffected by this buff. This is noted on the power description. Full list of Tanker target cap changes, area changes, etc: Brute Fury Generation Hitting AVs no longer gives bonus Fury, but Fury generation for attacking has been increased in a variety of ways: Brute Fury generation now takes into account the cast time of the attack for successful hits. Any attack slower than brawl will now generate bonus Fury if it lands a hit. Brutes now get bonus fury generation in teams - the larger the team, the larger the bonus. Fury now takes 10 seconds without attacking to start its accelerated decay, instead of 5 seconds. The goal of these changes is to improve Fury generation in teams when the Brute is not the only brute, or is in the company of another tanking AT. Gauntlet & PunchVoke Gauntlet is now applied via a global proc. Any single target power that takes endurance cost enhancements will trigger an AoE taunt. Every AoE power that takes endurance cost enhancements will taunt the enemies it hit. All Auras that take endurance cost enhancements will taunt the enemies they hit. Radius is now the same for all attacks (10ft, 5 targets max) Taunt scale is now 10% higher than the Brute's. Brute PunchVoke is now also applied via a global proc. Any power that either inflicts damage or takes accuracy enhancements will trigger PunchVoke. Power Acquisition Levels To improve Tanker AoE capability during level up progression, the following powers had their acquisition levels changed: Battle Axe > Whirling Axe = 20, Swoop = 28 Martial Arts > Dragon Tail = 20, Focus Chi = 28, Crippling Axe Kick = 35 Stone Melee> Tremor = 28, Hurl Boulder = 35 War Mace > Whirling Mace = 20, Clobber = 28 Taunt Auras Brute and Tanker Ice Armor powers no longer have built-in Taunt, they are now instead covered by the inherent global proc. Other Changes The following tanker and brute powers should now accept regular Taunt Enhancements: Oppressive Gloom, Cloak of Fear, Burn (note that burn patches don't taunt, only the up-front damage does.) Spines: Spine Burst> No longer ignores Radius buffs. Spines: Quills > Now ignore Radius buffs. Burn for Brute and Tankers should also accept Taunt Sets (note that any proc on burn will not pass through to the patch.) Brute > Martial Arts > Taunt / Crane Kick: Fixed incorrect power order. Pets & Henchmen Updates Mastermind pets which have been commanded to Stay or to Go To a location will hold that position and will not chase after targets or move closer to use powers that are out of range. Be aware this also means they will not move out of damage patches on their own. Mastermind pets in Follow mode will now always stay within a 100' radius of their owner, regardless if they are in Defensive or Aggressive stance. Pets that are primarily ranged attackers will try to stay in the Supremacy radius. The pet AI now ignores the aggro cap. This should prevent pets from standing around twiddling their thumbs in Incarnate Trials and other situations where many pets are attacking the same target. Pets now give a strong preference to selecting targets that are within 50' of the pet's owner. This helps melee-oriented Mastermind pets stay in Supremacy range more often, while still allowing them to move and effectively engage targets outside the range. A number of pets have been classified as "Ranged Only" pets. The AI for these pets will no longer change position in order to use melee powers such as Brawl. They still possess these powers and will use them opportunistically if a target is in range, but will not move in order to do so. The pets that no longer move in to use melee attacks are: Mercenaries > Soldiers Mercenaries > Medic Mercenaries > Spec Ops Mercenaries > Commando Necromancy > Lich Robotics > Battle Drones Robotics > Protector Bots Robotics > Assault Bot Thugs > Thugs Thugs > Arsonist Thugs > Enforcers Powers Combat Log Combat log output has been standardized. Many powers used to report the wrong damage type and effects in the combat log, this process has fixed that, in addition to making the combat log a lot easier to parse. Phantom Army Added new customisation options for Phantom Army Mirror (copy of current character costume) Phantom Mirror (copy of current character costume with Phantom Army VFX) Other Pool > Teleportation > Long Range Teleport: This power now grants a popup tray power that allows a second chance at teleporting should you fail to teleport the first time. The Second Chance power will remain for 2 minutes or until you zone. Lowered Weaken Resolve's -res debuff from scale -1.5 to scale -1.0. Brute > Katana > Golden Dragonfly: Max targets reduced from 10 to 5 Scrapper > Katana > Golden Dragonfly: Max targets reduced from 10 to 5 Stalker > Ninja Blade > Golden Dragonfly: Max targets reduced from 10 to 5 PvP Powers Changes Global Damage Procs like Hybrid Double Hit, Plant Manipulation's Toxins and Bio Armor's Offensive Adaptation should now use PvP damage formula in PvP instead of the PvE damage formula. Misc power changes: Mez Duration and Suppression rules have been enforced for the following enhancements: Mez Duration and Suppression rules have been enforced for the following powers: Mez Duration and Suppression rules have been enforced for the following player pet powers: Knockback Suppression rules have been enforced for the following powers: Knockback Suppression rules have been enforced for the following enhancements: Bases Renamed "Bathroom" tab to "Bath & Kitchen" Added 38 new base items created by @Naomi: Miscellaneous Added a new command line parameter: -gfxreset This will cause the game to reset all graphics settings and launch the game in windowed mode. Added some safety checks to game startup to ensure the game will not try to run borderless or on a monitor that's no longer connected. Switched to a different method of hooking the Print Screen key. This should fix the issues with using modifier keys in conjunction with it, as well as allow it to pass through to the OS so the traditional "copy to clipboard" functionality works again. Resynchronised modifier key state in certain edge cases (mostly involving the numeric keypad) to try and resolve issues of the shift key rarely getting stuck. Bug Fixes Fixed the team window showing "On mission map" when a teammate is in their Supergroup Base and vice versa. Prevent immediate crash when passing a -patchdir parameter to a nonexistent directory. This seems to be happening on certain Macs. Fixes for many Mapserver crashes unearthed by the new crash handler. Various fixes and stability improvements to the client. This should allow some users that were previously stuck on the Safe Mode client to now use the new client. Fixed a bug that allowed players to inadvertently delete the geometry of entire zones. Possibly fixed a bug in certain AMD/ATI video drivers that crash the client when queried for how much video memory they have. Provost Marchand (Brickstown) will no longer give Hero-only missions to Villains/Rogues under rare circumstances. Powers Fixes Archery > Ranged Shot Fixed a bug where would not animate in the character customization screen. Blaster Ranged > Electric Blast > Corrected an FXGEO feedback error with this power's FX. Blaster Support > Atomic Manipulation > Beta Decay: Text should no longer state it taunts enemies. Blaster Support > Atomic Manipulation > Electron Shackles: Should no longer accept Endurance Modification enhancements or sets. Blaster Support > Psoinic Manipulation > Drain Psych: -Regeneration effect should no longer be enhanceable. Dark Control > Umbra Beast: Should now accept Fear Enhancement and Sets. Devices > Targeting Drone: The power description for Targeting Drone has been fixed. Dominator > Fire Control > Fire Imps: Should now always summon 3 imps. Dominator > Psionic Assault > Drain Psych: -Regeneration effect should no longer be enhanceable. Dominator > Savage Assault > Call hawk & Feral Charge: Should no longer accept Dominator Archetype Enhancement sets. Pool > Force of Will > Mighty Leap > Takeoff effect can now be cancelled. Pool > Force of Will > Weaken Resolve: Fixed typos. Now accepts Accurate ToHit Debuff enhancements. Gravity Control > Singularity should now apply and take advantage of the Impact mechanic. Ice Melee > Frozen Fists (Brute/Stalker/Scrapper) Power Description should no longer say it adds -res. Incarnate > Hybrid : Should no longer fail to shut down after zoning. Martial Arts > Crippling Axe Kick: now accepts defense debuff enhancements and sets. Poison Weaken and Cold Domination -Special powers should no longer be boosted by +Special powers like Power Boost. As a rule, Str effects should not be affected by other Str effects. Pool > Concealment > Stealth and Invisibility: translucency issues should now, FINALLY be fixed. Pool > Leaping > Spring Attack: should now do damage when used by Sentinels Proton Volley's Fast-Snipe sphere FX should now tint properly. Radiation Armor > Beta Decay: Taunt magnitude should now always be Mag 4 Radiation Melee > Contamination AoE should now reliably trigger when hitting a contaminated target. Sentinel > Bio Armor > Athletic Regulation: Should no longer accept travel enhancement sets. Sentinel > Energy Aura > Power Armor: Should now accept Healing Enhancement Sets Sentinel > Fire Blast > Blazing Blast: Should now do 13 ticks of damage over time. Tanker Melee > Psionic Melee > Greater Psi Blade: Should no longer do AoE insight damage. Temporary Powers > Ethereal Shift should shut down automatically as other Phase Shift powers. Boosts > Performance Shifter > Chance for +Endurance: Should now have a chance to grant the caster Endurance if used on an offensive attack. Arachnos Soldiers > Summoned Spiders should no longer play a teleport fx every 10 seconds. AE Critter > Sonic Resonance > Liquefy: This power had a range of zero. It has been changed to 60ft. AE Critter > Pain Domination > Soothing Aura: This power is now an Auto, as most AE versions of Toggle powers. AE Critter > Force Fields > Personal Force Fields now lasts 30 seconds instead of 0.75 seconds. AE Critter > Assault Rifle > Ignite: Should now properly do damage.
  22. Bug Fixes Fixed a major performance issue relating to the Targeting Drone fix from earlier today
  23. Powers Player Buffing Procs like Chance for Build Up should no longer proc on pseudo-pets, most of the time they did nothing and simply added confusion. Panacea no longer grants +Regen in PvP, instead it has the same Chance for +Heal as in PvE Bug Fixes Doc Buzzsaw was not aware of the decreased level range for Positron Part 1. She now spawns all the way down to level 8. Powers Bug Fixes Fixed the Tanker and Brute Global Taunt Proc not triggering on aura powers. Fixed bug with Gauntlet not triggering main-hit taunt messages. Clockwork Reassembly power should again calculate the chance for each individual spawned Gear, instead of only once at death. Average spawn count over time will not change, but it will be rare to get no Gears out of a defeated boss. Fixed many missing PStrings on crafting windows and mail attachments. Proton Volley's Fast-Snipe sphere FX should now tint properly in the Dark Theme. Fixed an issue with many powers displaying duplicate effects in their power info window. Addressed a bug where sometimes, after zoning, Bio Armor would have two both, offensive and defensive Adaptations active simultaneously. Many Lore Pet powers were not subject to PvP Mez suppression, this has been fixed. Players should no longer see a debuff icon when Carnival Master Illusionists summons pets. Players should no longer see a debuff icon when Tuatha Bosses use Animated Stone. Fixed short tool tip for Sirocco's Dervish to clarify it is a chance for damage. Mind Control > Terrify: This power no longer states it accepts Accurate ToHit Debuff sets. This power has never had a ToHit Debuff component. Fiery Melee > Breath of Fire: Fixed an animation bug when the power is used with Shield Defense. Energy Blast > Sniper Blast: Fixed sound sync issues with the tintable fast cast version of the power. Sentinel > Dark Blast > Antumbral Beam: Fixed missing sound FX. Dominator > Martial Assault > Masterful Throw (Quick Version): Adjusted the projectile and hit timing. Blaster > Devices > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Martial Assault > Caltrops: Enhancements and Procs should now work on this power. Dominator > Assault > Thorns > Thorntrops: Enhancements and Procs should now work on this power. Brute > Fury: Fixed a bug where some auras would passively grant the brute small amounts of +Fury. Blaster > Sonic Attack > Fixed PString messages on Power Customization. Fixed a bug where Targeting Drone's Up-Front damage would not always cancel out in combat. Incarnate > Interface (All Damage over Time Procs): Fixed a bug that resulted in lower than expected chance (thanks @Bopper & @Gulbasaur!) Short Tooltip for the following procs for the following procs changed to clarify they provide a chance for damage: Gladiator's Net Javelin Volley Mako's Bite Defender & Corruptor > Epic > Power Mastery > Power Build Up: This power should no longer have it's strength enhanced by other Power Build Up powers. Stalker > Ice Melee: Attacks in this powerset should now properly display CRITICAL float messages when they crit. Stalker > Ice Melee > Frost: This power should now take range enhancements, same as other versions of Ice Melee > Frost Pool > Sorcery > Rune of Protection: Clicking on this power should not trigger the animation if the power has not recharged. Pool > Hasten: Clicking on this power should not trigger the animation if the power has not recharged. Peacebringer > Light Form: Clicking on this power should not trigger the animation if the power has not recharged.
  24. Powers Brute Melee > Battle Axe > Cleave: Max targets reduced from 10 to 5 Scrapper Melee > Battle Axe > Cleave: Max targets reduced from 10 to 5 Tanker Melee > Battle Axe > Cleave: Max targets reduced from 16 to 10 Tanker and Brute inherent taunt procs now generate a combat message for the caster, to help determine if the taunt proc is currently working. Bug Fixes Fixed several client crashes reported through the Homecoming Crash Handler Fixed Adamastor summoning ritual not actually summoning Adamastor Fixed a bug with many special encounter enemies failing to telegraph their moves or spamming abilities they should not be using all the time (for example, Marauder spamming Nova Fist without warning) Fixed scripting issues in The Magisterium iTrial Fixed scripting issues in the Dilemma Diabolique iTrial Fixed an issue that caused cutscenes to not play Fixed scripting issues with the Propaganda event New characters should no longer see a "SILENT" popup upon first login. Invention > Build Snow Beast: should no longer show as a PString in mail attachments. Invention > Sentinel ATOs should no longer show as a PString in mail attachments. Fix issue with AltGr causing the A key to clear text boxes. Powers Bug Fixes A strange Fury power should no longer show up in the Brute enhancement slotting screen. Fix bug where Brute PunchVoke was not triggering on aura powers. Fixed some procs that had their chance erroneously increased to 100% in the last patch. List of procs affected: Fixed some powers that had their chance to knock back and control effects erroneously increased to 100% in the last patch. List of powers affected: Warshade > Dark Nova: Default color theme activation was not triggering the transformation fx. This has been fixed. Some Kheldian powers were usable while shape-shifted even if the power icon was disabled. This has been fixed. Pool > Grant Invisibility: This power's effect would completely cancel out in combat, requiring buff being re-applied. Now the buff only suppresses in combat, and returns automatically after 10 seconds out of combat, so long the buff has not naturally expired. Sentinel > Willpower > Up To The Challenge> fixed terrible grammar. Incarnate > Lore > Banished Pantheon Radial Superior Ally: Recharge buff should no longer be resisted by player recharge resist buffs. Sonic Attack > Shockwave: Tooltip no longer states -Res. This power has never had -Res. Staff Melee > Sky Splitter: Self Buffs should no longer be affected by the level of the target. Staff Melee > Precise Strike: Brute version should no longer list twice that it accept Taunt enhancements. Dominator > Energy Assault > Bone Smasher: Energy Focus debuff should now apply to the target, not the caster. Dominator > Electricity Assault > Voltaic Sentinel: Fixed a bug where the pet was ignoring enhancements. Impervious Skin > Status Resistance, +Regeneration: Text now clarifies the regeneration rate bonus is unique. Arachnos Soldiers and Widows > Tactical Training: Assault: Fixed an issue where their version of this power was not granting Taunt/Placate resistance. Pools > Sorcery > Arcane Bolt: Should no longer knock foes back. Dual Pistols > Hail of Bullets: Fixed a bug where Lethal DoT chances where being calculated up front instead of on every tick. Inherent > Rest: Should no longer spam the user with Phase messages. Mastermind > Pain Domination > Painbringer: This power had a 1% chance of knocking down a buffed ally. This has been removed. Dual Pistols > Fixed a bug where Standard Ammo Only effects were applying under all Ammo types and Toxic Rounds would do nothing. Mastermind > Beast Mastery > Fixed a bug introduced in last patch where the pets attack chains were not working as designed. Tanker > Electric Armor > Power Sink: Should no longer state it grants the tanker Rage. Tanker Melee > Katana > Sting of the Wasp: Power description no longer shows Ice Melee power description.
  25. Bug Fixes Fixed very old memory corruption bug that could randomly cause crashes or other strange behavior while loading into a map Resolved a longstanding issue that would cause a crash if the game is installed in a folder with a path name longer than around 130 characters Both of these are thanks to the new crash reporting infrastructure introduced with Page 4. Please keep the reports coming!
  • Create New...