Developer The Curator Posted March 4, 2020 Developer Posted March 4, 2020 Issue 26, Page 5 (Build 3) Testing Notes Changes from the previous build will be listed in green. Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue. Known issues that will be fixed in a future build will be listed in purple. Be sure to read the Homecoming Beta FAQ to get started! The beta server is now called Brainstorm and will be joined by Aeon once testing starts next week so we're able to ensure comparability with Homecoming's multi-shard live environment (remember when a patch caused character transfers to break everything? never again!). Cheats have been re-enabled. All characters on Brainstorm and Aeon will be granted badges to unlock Accolades, Epics, Incarnates, Ouroboros access and Vanguard merits; in addition, the Salvage ingredients have been removed from all recipes. The Safe Mode client is now gone from the Beta shards. If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads for it (Windows support thread, Mac support thread) as Safe Mode will no longer be available when Page 5 hits the live servers. Please use these feedback threads to discuss the changes in this build: Focused Feedback: Experimentation Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: New IO Sets General Feedback: Page 5, Build 3 Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. New Origin Power Pool: Experimentation (Feedback Thread) "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 This power is no longer affected by global recharge buffs Recharge increased from 8 to 10 seconds. 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 Support Powerset: Electrical Affinity (Feedback Thread - Powers, Feedback Thread - Name) "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. Others consume Static to increase their effectiveness." 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. The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback. General Changes Fixed several "Shock Therapy" powers are appearing in the powers window under Inherent Fitness Fixed Static not building up while exemplared Powers T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen, Self +Static) Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Shock grants 1 stack of Static. Recharge: Slow Now applies -75% recovery and -75% regeneration for 25 seconds T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static) Create a circuit of healing energy between two nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will heal the next target for less. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate T3: 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. The duration of the Galvanic Sentinel scales with the number of stacks of Static you have. Casting Galvanic Sentinel will consume all stacks of Static. Recharge: Slow Galvanic Sentinel's debuff now applies -50% recovery and -50% regeneration for 10 seconds Will no longer inherit +recharge, +range and -end cost buffs from the caster Can no longer be slotted for +range Fixed dark theme summon VFX Base duration increased from 30 seconds to 60 seconds Additional duration per stack increased from 10 seconds to 15 seconds Max duration increased from 80 seconds to 135 seconds T4: Energizing Circuit (Ranged (Chain), Ally +End, +Max End, Self +Static) Create a circuit of pure energy between two nearby allies, restoring a small amount of their endurance and increasing their total endurance pool for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will restore less endurance to the next target. Energizing Circuit grants 1 stack of Static. Recharge: Slow Now grants +5 max endurance (enhanceable) for 30 seconds Fixed this power not jumping back to the caster 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. Recharge: Slow Fixed +Resistance enhancements not actually improving the power T6: Empowering Circuit: (Ranged (Special), Ally +DMG, +Special, Self +Static) Create a circuit of empowering energy between two nearby allies, increasing their damage output for a short time. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will empower the next target for less. Empowering Circuit grants 1 stack of Static. Recharge: Slow T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. The amount of health and endurance allies revive with scales with the number of stacks of Static you have. Defibrillate will consume all stacks of Static. Recharge: Long T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) Create a circuit of protective energy between two nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to an additional ally, and the number of jumps will double at 5 stacks. Each successive jump along the chain will shield the next target for less. Insulating Circuit grants 1 stack of Static. Recharge: Slow T9: Amp Up (Ranged, Ally +Special, +Recharge, Self -Static) 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 buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. This power increases in strength with the number of stacks of Static you have. Amp Up will consume all stacks of Static. Recharge: Very Long Static (Circuit Boost) Every stack of Static you have increases the number of targets your Circuit powers can chain to, up to a maximum of 5 stacks. At 5 stacks, the number of targets your Circuit powers can chain to is doubled. Casting Galvanic Sentinel, Defibrillate or Amp Up will consume all stacks of Static. Static no longer grants passive movement speed New IO Sets (Feedback Thread) 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 UNIQUE: Chance to Heal Self (2 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 require accuracy or 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 All enhancement values have been adjusted to replace the Range component with an Accuracy component 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: Increases area effect defense by 3.75% AoE Defence + 1.875% Fire / Cold Defense This set had its Ranged Defense swapped for AOE Defense set bonus instead, as the combination of Recharge and Ranged Defense is considered slightly too strong in a set that can be slotted multiple times easily Shrapnel (Targeted AoE, Rare, 30-50) This new AOE set provides the Ranged Defense set bonus that was removed from Bombardment. This is the first pass and is currently using the same icon as Bombardment. Enhancements: Damage Accuracy / Damage Damage / Recharge Accuracy / Damage / Recharge Damage / Endurance / Recharge Accuracy / Endurance / Recharge Set Bonuses: 2: Improves your Regeneration by 10% 3: Increases Energy and Negative Energy resistance by 2.25% and Mez Resistance by 3.75% 4: Increases damage by 2%. 5: Improves the accuracy of all of your powers by 9%. 6: Increases ranged defense by 3.75% and energy and negative energy defense by 1.875%. These sets are not yet available for free from the merit vendor for testing purposes. This will be rectified in an upcoming patch. In the meantime you can use the /boost_set command with any of the following names to get a copy of the set: Synapses_Shock Power_Transfer Preemptive_Optimization Bombardment For example, to get a level 50 set of Synapse's Shock: /boost_set Synapses_Shock 50 Dark Melee Update Dark Melee was seriously underperforming in the AoE department. These changes are aimed to increase the AoE potential of the set whilst having minimal impact on the single target potential. 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 Consumption (Tanker, Scrapper, Brute) Changes to Dark Consumption have been reverted to the live version 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. You're welcome. 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 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. Mastermind Henchmen AI Updates Mastermind Henchmen set to Go To which are flagged as melee (Beast Mastery, Demon Summoning, etc) are now free to move within a 30' 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. Bug Fixes Fixed crashes relating to backend costume storage changes Fixed even more crashes relating to backend costume storage changes 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 an issue that caused the General chat channel to not send messages without using one of the /slash commands
City Council Jimmy Posted March 4, 2020 City Council Posted March 4, 2020 Please use these feedback threads to discuss the changes in this build: Focused Feedback: Experimentation Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: New IO Sets General Feedback: Page 5, Build 3 Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic. Any off-topic posts in these threads will be removed without warning. The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread. Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!
Developer The Curator Posted March 4, 2020 Author Developer Posted March 4, 2020 Supergroups We are tracking some sporadic crash reports related to the costume backend changes and Supergroups. Some of the things that could be triggering the crashes are: Entering/Leaving Supergroup mode and triggering a costume palette change. Changing costumes while in Supergroup mode. Modifying settings and colors in the Supergroup options window. Editing a Supergroup base with items that contain the Supergroup logo. Possibly other things. Because it is currently difficult to nail down the problem, it would be greatly appreciated for testers to create or join a Supergroup and play with those features to try to trigger the crash. If you do crash, please send a crash with memory dump attached as well as description of what you're doing when the crash happened. Please use this thread to discuss this topic. 1
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