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Found 14 results

  1. 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.
  2. 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.
  3. Advanced Crash Avoidance Technology Implementation The mapserver will no longer crash when attempting to transfer a character from one shard to another before logging it in. Explanation: the previous patch introduced some internal changes to character data, and those changes are applied when the character logs in. If a character transfer was attempted on a character that had not been logged in, the receiving mapserver detected that the character was missing the new data fields, and triggered a programmer breakpoint in order to warn about the missing data -- which is to say, it crashed. It no longer is so enthusiastic about detecting missing fields on the live servers. The Mission Computer and Oracle will no longer crash the mapserver when a player tries to craft at tip mission while in a Task Force. Explanation: Tip missions are really contacts, and crafting one adds a contact to your list. While a player is on a Task Force, it can only have one Contact available, and trying to obtain another caused the mapserver to freak out and crash. It has now been taught that it can just refuse to give the character another contact instead.
  4. UPDATE: This patch has been rolled back due to unforeseen stability issues. It will be returning at a later date. 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. 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.
  5. Issue 26, Page 3 Check out this news post for details on the Halloween Event and more information about this update. Tasks The first two story arcs for Issue 26 are here! Both were written by @holymittens, a professional video game writer, and target the two “middle” alignments, with one story arc for Vigilantes and one for Rogues. New Story Arc: Shauna Braun Characters of the Vigilante alignment between Security Levels 25 and 29 can find Shauna Braun in Independence Port, near the southern Police Station, or using the Contact Finder. Shauna Braun is a young programmer from Paragon City. She was raised by her father in a tiny apartment in between Kings Row and Independence Port. Shauna moved out when she went to college, but her father - having sacrificed so much to give his daughter a good education - continued to live there until it burned down a year ago. The PPD closed the case, citing an accident as the cause of the fire, but Shauna doesn't buy the explanation. She wants to uncover the truth behind her father's death and bring the perpetrators to justice. This arc has two different endings, with a badge for each. The badge art was created by @Log. New Story Arc: Bobby Curtin Characters of the Rogue alignment between Security Levels 25 and 29 can find Bobby Curtin in Crimson Cove, in front of the White Elephant building, or using the Contact Finder. Bobby Curtin is a bouncer at the White Elephant in Crimson Cove, a private establishment which prides itself on being 'neutral ground' between the many warring factions in Nerva. Bobby is known by frequent patrons for being willing to step in and break up fights between anyone, be they Longbow, Arachnos, or mortal manifestation of an ancient god. This arc introduces true branching missions to City of Heroes; depending on your choices, you will be presented with a couple of entirely different missions, leading to several possible endings. There is only one badge for this arc, with art created by @Log. Rikti Mothership Raid The Rikti Mothership raid can now be started from the LFG queue. Characters must be level 35 and have the Member of Vanguard badge to join the raid in this way. If the league is not locked, a minimum of 16 players is required to start the raid this way. All enemies inside the mission map are level 54, including the ones that are lower level in the zone. All players are bumped to combat level 50 for the duration of the raid. Powers New Origin Power Pool: Force of Will This power pool grants you access to various powers that allow you to manifest your own willpower and use it to harm your foes. You can only have one Origin Power Pool (Sorcery or Force of Will) in your active build. Weaken Resolve: You overwhelm your foe with sheer strength of will, reducing their defense damage resistance, and chance to hit! Recharge: Long Project Will: You manifest your willpower into a blast and project it toward a distant foe, causing moderate psionic and smashing damage. Project Will has a fair chance to knock the target down. Damage: Moderate, Recharge: Fast Mighty Leap: While this power is active you're able to leap great distances and jump incredibly high. In addition, while this power is active you're able to use Takeoff, which will knockdown nearby foes and increases jump speed. Recharge: Moderate Takeoff: You stomp your foot on the ground with tremendous force empowering your jump speed for a short time and shattering the earth beneath, knocking nearby foes off of their feet. Recharge: Long Wall of Force: You project an unfocused blast of sheer force at foes in a short wide cone in front of you, dealing moderate psionic and smashing damage and potentially knocking targets down. Wall of Force requires you to have two other powers from the Force of Will power pool. Damage: Moderate, Recharge: Slow Unleash Potential: Unleashing your potential, you grant yourself a moderate boost to defense, regeneration rate, and recovery for a short time. Unleash Potential requires you to have two other powers in the Force of Will power pool. Recharge: Very Long Other Changes Zones The Abandoned Sewers have received a minor atmospheric tweak to make them visually distinct from the standard Sewer Network. Bloody Bay, Siren’s Call, Warburg and Recluse’s Victory now have a full complement of 8 Exploration Badges and one Exploration Accolade. The Exploration Accolade art was created by @Flashtoo. LFG Queue The LFG queue will now wait until you have the Recommended number of players for a Trial or Task Force before teleporting you to the contact or mission if the league is not locked. If the league is locked, Trials and Task Forces will continue to ignore the minimum players and start even solo. You can invite more players into the League once the Trial starts, but not to a Task Force. Incarnate and Holiday Trials continue to always require the minimum number of players, whether the league is locked or not. Incarnate trials will no longer automatically fail if a locked league drops below the minimum players. They will still fail if they drop below the minimum players in an unlocked league. This setup is an attempt to satisfy both players who want to start Trials and Task Forces solo or with small teams (lock the league) and those who want to use the LFG queue to find teams for Trials and Task Forces (don't lock the league). Bug Fixes The five Enhancement Sets from the Lords of Winter Super Pack (Avalanche, Blistering Cold, Entomb, Frozen Blast and Winter's Bite) are no longer incorrectly grouped with their Superior versions in the auction house. Many fixes to UI scaling for scrollbars, listviews, and compass elements. Fixed an issue preventing base item rotation in the 64-bit client. Implemented a workaround for a rare issue where the mapserver connection would get stuck while zoning into a map.
  6. User Interface A fresh install now defaults to borderless windowed mode on the primary monitor, for maximum compatibility with monitors that don't support such tiny (and petty) resolutions as 800x600 or 1024x768. Pressing Alt+Enter to switch to fullscreen mode now always switches to the desktop resolution. Non-native fullscreen resolutions can still be selected from the options menu. Pressing Alt+Enter to switch out of fullscreen back to windowed mode no longer results in a huge window that is partially offscreen. Running the game with -safemode to reset the graphics options now resets them to windowed mode, rather than 800x600 fullscreen which is not very safe. When in borderless windowed mode, the game will drop topmost status on loading screens and when waiting for network connections, to ensure that it's possible to Alt+Tab out to other windows while the client is otherwise busy. Misc The Halloween Event has ended. Fall has come to Atlas Park. If you have leftover Halloween Salvage, you can still trade it in at the Halloween vendors (Annah in Croatoa, Granny Beldam in Nerva, Acantha in Imperial City). Bug Fixes Fixed a bug with the 3D resolution option sometimes showing incorrect values in the options menu when in borderless windowed mode. Closing the options window on the login screen will no longer result in various options being reset on the first character you log into. (Maybe) fixed the issue with the D-Pad on PS4 controllers.
  7. 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.)
  8. Powers Fixed transparency values of Stealth and Invisibility. Stability & Performance The PhysX simulation thread is now completely decoupled from the main thread and should not cause lag or frame rate slowdown even if it is extremely overloaded and falling behind. PhysX is now more aggressive about dynamically removing debris if it detects the simulation is running too slowly. Fixed an issue with the particles generated by certain powers taking much more processing power than they should. Stone Cages was the worst offender. UI Fixed the Auction House search box not responding to input at very high (>2.5) UI scales common on 4k and UHD monitors. Fixed text of Auction House "Make Offer" button not scaling with UI.
  9. Stability Minor adjustments to particle physics in an attempt to prevent or mitigate a crash happening deep in the internals of the PhysX library. As we have not yet been able to reproduce the crash under controlled circumstances, this may or may not have an effect.
  10. General The 32-bit client should now work properly on Windows XP and old versions of MacOS; please let us know if you still need the Safe Mode client. Native High DPI Scaling mode. The game will now use the Windows UI Scaling setting for the monitor it is currently played on. You can disable Automatic UI Scaling from the Options (under the Windows tab) and change it manually. This slider can scale a lot more things than the old Window Scaling setting, which is still available via slash commands for individual windows. Added option under Windows tab to independently change the size of the names above players' / NPCs' heads. Added the ability to select Borderless Fullscreen mode in any monitor connected to the system. Corrected an issue that caused some billboards in the game to have swapped the colors blue and red in the 64-bit client. Fixed a crash on certain missions that spammed LOTS of chat bubbles (Confront Veles, Investigate Harvan's Lab). You can now move stacks of salvage out of the vault again. Tasks Chernobog will now always spawn after the cutscene in Shauna Stockwell's storyarc. Omnicore can no longer be killed by her own robots and prevent her mission from being completed. Added a very obvious waypoint to Laura Lockhart's body in the mission "Defend the UNSF Base". Zones Ghost of Scrapyard can now be spawned by defeating 100 Scrapyarders in Sharkhead Isle, and should no longer walk into the Black Market kill field. The AVs that spawned in Recluse's Victory were dependent on team size, resulting in some of them being rare. As of this patch, they will spawn regardless of team size in one of three pairs: Positron/Synapse, Back Alley Brawler/Manticore, or Ms. Liberty/Penny Yin. On the villain side, it'll be Black Scorpion+Mako, Ghost Widow+Scirocco, or Lord Recluse+Random patron. The cars in Kallisti Wharf will no longer get stuck in an intersection. Fixed the zone cap in The Hive, The Abyss and the Rikti War Zone to be 50 (this was accidentally changed in May - it should have always been 50). Badges Eochai and Jack in Irons will now reward their badges on defeat regardless of how much damage the player does to them. Fixed the badge art for "Skip Tracer" and "Portal Hopper". Base Items Added the Nemesis Horse as a base item, with and without FX. Fixed Bathtub Water collision bug. Powers Fixed an issue where Psionic Assault > Psi Dart and Poison > Envenom would randomly execute a different animations. Fixed an issue where Beam Rifle Disintegration Spread would not need Disintegration effect on the target to be triggered. Fixed an issue where Pool > Concealment > Stealth was making players completely translucent. Fixed missing +Range buff in Blaster Quick Snipes. Fixed an issue where Pool > Concealment > Stealth was granting double Stealth Fixed an issue where Engagement mechanics was taking 10 seconds after attack, when it should had taken 8. Fixed an issue where Devices > Targeting Drone was taking 30 seconds out of combat, instead of 8, to increase it's damage buff. Fixed a bug where Illusion Control powers would not stack as expected. Fixed a bug where Illusion pets were ignoring enhancements. Fixed a bug where Stalker > Epic > Mu > Zapp would crit multiple times in a single activation. Also fixed timing issues with the FX in this power. Fixed a bug in Quick Sniper Blast (All versions) where the central energy orb would ignore color tinting. Fixed a bug where some snipes would not disable properly. Blaster Devices: Targeting Drone and Field Operative were granting double buffs for some of their attributes since last patch. This has been fixed. Gun Drone now taunts enemies it hits. In addition, enemies near the Turret should often prioritize attacking the Drone. This power now takes taunt and taunt set enhancements. Stalker: Mace Master > Mace Beam: This power was doing double critical hits in some situations since last patch. This should now be fixed. Savage Melee > Assassins Frenzy: This power should now grant 3 stacks of frenzy while used from hide. Concealment > Invisibility: the translucency effect should completely disappear if engaged in combat. Dominator > Radioactive Assault: Procs should no longer trigger off the special AoE triggered off hitting Contaminated targets.
  11. Input Fixed ability for the game to distinguish between the right shift and left shift keys Fixed Num Lock and Pause/Break being swapped in key bindings (Windows itself has this backwards for some reason) Added special handling to make bindings with Shift+Number Pad keys work (more fun legacy MS-DOS leftovers) Controllers in rawinput mode will now properly report D-Pad directions Added button debounce for rawinput mode to handle hardware with noisy button switches Reduced analog stick dead zone for XBox controllers in native (XInput) mode Mission Architect Stability enhancements for searches of AE missions; should hopefully prevent the crashes that were happening yesterday Rewards Fixed special enhancement rewards not dropping when exemplared (mostly affected Summer Blockbuster event and DfB) Fixed reward flags that were preventing merits and other rewards from dropping in some circumstances The reward fixes were applied as a hotfix yesterday, but may not have affected all outdoor zones until this morning's restart
  12. GENERAL Added power cooldown indicators as a WIP option, accessible through Options > Window > Beta Settings. Fixed a couple of issues with the Cathedral of Pain that could cause it to get stuck if all the Obelisks were destroyed or the Aspect of Rularuu was defeated right when the Willforges respawned. Replaced the Jetpack Suppliers in the Shadow Shard with P2W Field Agents. Some unused Pandora's Box SSA contacts were being introduced by other contacts; this should no longer happen. Fixed a server crash when a player in the final stage of character creation disconnected from the queue server during an unusually long SQL wait queue. Fixed a client crash when putting an enhancement in the Auction House (OuroDev PR #66 & #70). Fixed a client crash seen during activities with many active power effects, such as the Rikti mothership and Hamidon raids, by switching to 64-bit FX/Sequencer handles. Fixed a client crash in the UI drawing code if a pet has a creator but no owner. Connections from the client to the QueueServer were not encrypted; they now are. In addition, encryption keys have been upgraded from 512 to 4096 bits. BASE EDITOR "Apply to Room" and "Apply to Base" will now work to fill an entire block floor-to-ceiling. Added an experimental option to use outdoor lighting in supergroup bases. It is recommended you try it with different skies to find one suitable for your base style. Outdoor lighting disables the dynamic lighting used in base rooms and from base items; there's (at the moment) no way to have both. Replaced the "Exit" buttons with an "Options" menu with options for Default Sky, Lighting Type, Grid Size, Angle Snap, Room Clipping and Hidden Markers. The hotkeys and slash commands still work, this is just for ease of discovery of the new features. Yes, new items are coming, they just weren't ready for this patch. GRAPHICS Offloaded all the hardware-only physics effects to the CPU. This results in the same physics quality as enabling PhysX hardware, as has been requested, without having to actually update the PhysX libraries. The reason it's being done this way is because updating the libraries would break the game client for other servers that share the same game files. The impact on the CPU is negligible on modern hardware. Modified the Glacier FX so it can be looked at from below. Improved particle effects for Burst Of Speed power in Blaster/Martial Manipulation secondary. Improved the Ki Push FX from Martial Combat. Lowered the saturation of the reflection cubemap used in the tailor, to better display colors while in the costume creator. General improvements to many chest emblems, chest details and supergroup emblems: cleaned edges, reduced compression, standardized resolution. Added a second color on many chest and shield emblems that previously only took a single color. Repairs/improvements to Face textures to help with skin tone matching and reduction of uncanny valley. The Medusa face was missing the entire blue channel in its diffuse map, this has been reconstructed based on clues in the other parts of this face. Improvements to the Makeup color masks for female heads; mostly blurs the edges of the lipstick so it blends better and fits onto the lips more fully when the player chooses heads with different shaped features. Fixed a glitch with the Buckled Leather top and alpha channels on chest emblems. POWERS Immobilize Powers in Controller and Dominator primary power sets should no longer make their targets immune to KnockUp. KnockBack will be converted to KnockDown. This helps sets like Ice and Earth, as their AOE Immobilize power will no longer make their AOE Knockback power useless. Cold Domination for Controllers and Masterminds now have a Minimal FX option, just as Defenders and Corruptors do. Archery animations should now work properly. No more floor kick animation when trying to fire an Acid Arrow, among other things. Rain of Arrows animation has been reduced from 4 to 2 seconds. Base recharge time has been increased 5 seconds to compensate. Bio Armor > Hard Carapace: This power should now offer damage resistance in PvP. Stalker's Ice Melee should now crit on PvP. Flash Freeze should now affect flying enemies. Glacier should now be usable while flying. Fixed an error that allowed players to create Shield Defense characters with Claws, Dual Blades, Ninja Sword, Spines or Staff Fighting primaries. These characters always were broken and unplayable. Scrapper's Shinobi-Iri should now be able to accept Jump enhancement sets. Sentinel's Beam Rifle > Refractor Beam should now accept Defense Debuff sets. Doppelgangers from players with the following powersets will no longer spawn without any powers: Blaster Support > Ninja Training Blaster Support > Plant Manipulation Blaster Support > Radiation Manipulation Brute Defense > Radiation Armor Brute Melee > Radiation Melee Dominator Assault > Radioactive Assault Mastermind Buff > Cold Domination Scrapper Defense > Radiation Armor Scrapper Melee > Radiation Melee Sentinel Defense > Bio Organic Armor Sentinel Defense > Radiation Armor Sentinel Defense > Super Reflexes Sentinel Ranged > Beam Rifle Sentinel Ranged > Water Blast Stalker Defense > Radiation Armor Stalker Melee > Radiation Melee Stalker Melee > Staff Fighting Tanker Defense > Radiation Armor Tanker Melee > Radiation Melee Tanker Melee > Spines REWARDS Patrol XP can now be consumed in Architect Rewards mode and/or with a bonus XP multiplier. It will always add 50% to the base XP earned. The conversion rate from Vanguard Merits to Reward Merits has been increased from 10:1 to 30:1. The intent of the conversion rate is for a Mothership raid to award between 30 and 50 Reward Merits, with Hamidon rewarding 80 Reward Merits as it requires a lot more setup and coordination. The initial ratio of 10:1 was set on a small server, and it is entirely too good for the kind of population that Homecoming supports. Rikti War Zone pylons now drop 3 Vanguard Merits when destroyed, for a total of 60 Vanguard Merits for all 20 pylons. Rikti Drop Ships and Patrol Ships now drop 6 Reward Merits and 10 Vanguard Merits when destroyed. Fixed an issue with Morality Missions not resetting the mission owner's alignment points on completion in some cases. This does not apply to teammates, only the mission owner. Increased the reward for completing a Morality Mission to 40 Reward Merits. Originally this was lowered from 50 to 20 based on datamined times it took to receive a new Morality Mission after completing one, but that time was skewed by the above bug allowing players to run Morality Missions back to back. The reward table at the end of the Statesman Miss Liberty Task Force and Lord Recluse Task Force stated that the Synthetic Hamidon could be picked once every 24 hours, and if you had ran the Task Force before the 24 hours were up it granted a Single Origin enhancement instead. However, the timer on the reward table itself was 18 hours, leaving a window of 6 hours in which you thought you would get a SHO, but got a SO instead. This has been fixed by lowering the 24-hour check to 18 hours. Death From Below will now gradually grant less Experience Points after level 10. The effect is based on the experience points required for each level, so it has a built-in curve that starts with a very minor decrease and ramps up until level 20. Please see GM Jimmy's post below for more details on this change. Jimmy nerfs.
  13. GENERAL Added over 200 items to the base editor, under the "Nature" and "Vehicles" tabs. The 40 Reward Merits from Morality Missions will now award after you make your choice to switch or not, if you are given a choice. If you select "Choose Nothing", you will not get the 40 Reward Merits. Your alignment points will not reset in this case, so you can run another Morality Mission immediately to claim the Reward Merits. The Death from Below scaling XP booster will now stack with XP boosters from P2W. Sudden Acceleration: the Crafted (not Attuned) version of this IO set had its set bonuses active when below the exemplar level, like purple sets, but it isn't a purple set. So it no longer does that. Fixed a client crash when moving towards the exit of Brickstown under certain graphic settings. Turned Null the Gull into a Merit Rewards dispenser. Rolled back because Jimmy didn't find it funny.
  14. Read Here for Issue 25 Consolidated Patch notes for changes implemented prior to Homecoming launch 05/16/19 GENERAL [*]Halcyon has been renamed to Reunion (EU). [*]For the next week each account will be given 20 transfer tokens every 3 days to allow for easier migration. [*]The XP Boosters in Super Packs have been replaced with charges of the Experienced power (which grants Patrol XP). [*]Moved the Respec Recipe from the Merit Vendor (formerly 50 Reward Merits) to P2W (10 million influence). [*] Completing a Morality Mission now rewards 30 merits regardless of whether the player switched, reinforced, or double-reinforced their alignment. [*]The costume change delay timer has been lowered to 15 seconds. CUSTOM XP RATES [*]The base XP rate on all shards is now back to 100% (AE rewards still halved outside of Dev Choice content). [*]You can now acquire +25%, +50%, and +100% XP boosters for free from the P2W Vendor (or the Transact 4 Victory vendor in Praetoria). [*]These boosters will reduce your inf income by the same amount they boost your XP gain. [*]The boosters last for 1 hour of in-game time, but you can acquire up to 8 hours at a time. [*]The boosters stop working immediately at level 50 - Veteran Levels must be earned normally. [*]The boosters can be deleted from the Powers window (right click > Delete Power). [*]Please note that this is an experimental feature, it may be altered or removed without notice. POWERS [*]Beta Decay (Tanker, Scrapper, Brute, Blaster): the "first target" 10% recharge buff should no longer erroneously stack for all foes in range. The 2.5% per target recharge buff will continue to stack as expected. Max recharge buff with 10 targets should be +35%. [*]Beta Decay (Blaster): Will now require a target for it's "first target" 10% recharge buff to be applied. [*]Bio Armor > Evolving Armor: Fixed a bug where the stacking portion of the buff was overlapping 50% of the time. [*]Frost Bite: Fixed a bug with the damage scale for this power which caused it to heal targets. [*]Paragon Police > Call for Backup: this power will no longer endlessly summon PPD reinforcements. It previously attempted to limit itself to 3 uses by doing weird things with Stealth which didn't work; it now uses the Meter attribute. [*]AV Purple Triangles now provide protection against OnlyAffectsSelf. BUG FIXES [*]The PPD in Kings Row will no longer infinitely multiply using the "Call for Backup" power. [*]Patrol XP should now work again. It was not compatible with server-wide XP buffs. 05/09/19 [*]Arenas Enabled [*]Salvage Market seeded to keep costs down: 10K for common salvage, 100K for uncommon salvage, 1M for rare salvage, and 50K for a Brainstorm Idea 05/07/19 General [*]All servers now set to +50% XP Boost [*]There was an issue with Respecs granted from leveling badges; they were following the old limit of holding a maximum of 3 respecs at a time, which means you got the respec for levels 10, 20 and 30 but not 40 and 50. This should be fixed now [*]Added free respec for all due to the cooldown issue and the level 40 badge not awarding a respec (may take a day or two to arrive) [*]Fixed the infinite cooldown bug affecting some powers Tasks [*]Arcs marked Developer's Choice in Architect Entertainment will no longer be affected by the Architect XP reduction (This is an experimental change, and may not work as expected - in the event of bugs, we’ll work on fixes) [*]The minimum level for Positron TF Part 1 has been lowered to 8 Badges [*]As the #badge-hoarders have noted, Echo: Faultline did not have any exploration badges. This patch fixes that oversight, returning three badges that were in the original Faultline zone before Issue 8 to Echo: Faultline, and adding 8 new exploration badges and a zone accolade [*]Moved "Newsman", "Faultless Mystic" and "Apex" from Faultline to Echo: Faultline [*]Added "Riveting", "Upcycled" and "Rock Bottom" to Faultline [*]Added "Forsaken", "Pristine", "Claim Denied", "Spare Parts" and "Dug Too Deep" to Echo: Faultline [*]Added "Epicenter", Echo: Faultline zone accolade. [*]Added "Fashion Victim" for spending 50,000,000 inf on the tailor. Rewards a Free tailor token for your trouble 05/05/19 [*]Super Packs Added [*]XP Boosts adjusted for servers, on permanently until otherwise noted. [*]Character Shard Transfers enabled 05/01/19 [*]Architect Entertainment -50% XP Nerf added to discourage farming missions from flooding the system. [*]Weekday +50% XP Boost added on all servers to encourage players to spread out playtime away from weekends. [*]Weekends on Everlasting and Indomitable will be set to +250% XP Boost [*]Leveling Pacts disabled due to instability. [*]Fixed scenario that allowed players to create Architect missions with enemies that actually healed you instead of damaging you. [*]Fixed bug that caused players to receive multiple copies of the 15th Anniversary Badge reward 04/29/19 [*]City Zones set to unload if empty, may cause slightly increased loading times when entering an empty zone. [*]Players can now skip the login queue if reconnecting within 10 minutes of a previous disconnect. [*]All logging for player information has been disabled 04/28/19 [*]Indomitable and Everlasting shards added to the pool with +100% XP Boost [*]Login Queue System enabled - Shards limited to 1,500 players [*]15th Anniversary badge added 04/28/19 [*]Excelsior Shard added to the pool
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