Jump to content

[Beta] Patch Notes for March 13th, 2020 (Issue 26, Page 5 - Build 5)


Jimmy

Recommended Posts

  • City Council

Issue 26, Page 5 (Build 5)

  • Changes from the previous build are 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) are listed in blue.
  • Known issues are listed in purple.
  • Be sure to read the Homecoming Beta FAQ to get started!

 

Costume Editor Update (Feedback Thread)

  • Now that the back-end costume changes have receiving enough stability testing, we're happy to bring you some long-awaited updates to the costume editor!
    • Please give these updates a thorough test and let us know if anything looks out of place!
  • Auras have been separated into two slots: Auras and Path Auras
  • Boots and gloves now have an asymmetrical toggle, which can be toggled off to allow separate left and right glove and boot selection
  • Not every set of gloves and boots are available in asymmetrical mode - some have been intentionally omitted, please do not report these as bugs
    • More pieces will be added as they pass internal testing and QA
    • All sets of gloves and boots remain available in symmetrical mode
  • Changes in this build:
    • Added asymmetrical options (complete with relevant VFX) for the following:
      • Ascension boots
      • Black Knight boots
      • Rocket boots
      • Piston boots
      • Winged boots
      • Cosmic Corsair peg legs
    • The random button will now occasionally make use of asymmetrical parts
    • The pre-made costume sets will now reset the asymmetry flag
    • Fixed some issues with exporting legacy-compatible costumes (with no asymmetry) for use in i24-based programs (such as Titan Icon)
    • Fixed the asymmetry toggle tooltips being reversed

 

image.png.1af0a15dbcb19ada1e775bf0aa82f48d.png

 

 

asym-2.thumb.png.5f96a05184234d4499adf3db11c54157.pngasym-1.thumb.png.a0ba864c15e170136111e5daf9e994a3.png

 

asym-4.thumb.png.e90b354fe068b5259a981725b5be8671.pngasym-3.thumb.png.2313a885339b556bd2664852fe9179bf.png


asym-5.thumb.png.c6554c9bb2f3ab25edbeaacc35c40ea8.png

 

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.

  • 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 now available for Defenders, Corruptors, Controllers and Masterminds.
  • Electrical Affinity now has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisable themes.

Powers

  • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png 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
  • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png 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
  • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png 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. Recharge: Slow
      • Now has a much larger hitbox to click on (still has no collision)
      • The Galvanic Sentinel's powers will now show up in the info window of the summon power
  • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png 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
  • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png 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
      • Standing inside your own Faraday Cage will now grant you a stack of Static every 5 seconds
      • The protective buff from Faraday Cage will now persist for 5 seconds after leaving the cage
      • No longer grants toxic resistance (this was an error)
      • Now grants protection from KB, TP, KU, -rech and -end in PvP (this was also an error)
      • The looping sound effect will now quieten down after a few seconds
  • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png 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
  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png 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
      • Can now be activated on any target, friend or foe
      • Now drains all stacks of Static
      • Any dead ally caught in the AoE will be revived as before
      • Any enemy caught in the AoE will have some endurance drained, be put to sleep, and have their recovery reduced
        • The strength of the endurance drain and duration of the sleep / debuff scales with the number of stacks of Static you currently have
  • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png 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
  • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png 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
      • The tooltip no longer states that this power boosts defense buffs (it never did, this in line with other long-duration +special powers such as Adrenal Booster)
  • ShockTherapy_Static.png 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 (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

  • Experimentation_ExperimentalInjection.png.e1f0abeaa6f32db113752bdcb16ebdf7.png 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
  • Experimentation_ToxicDart.png.ef51480e90855fcf820de552509f36d5.png 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
      • Recharge reduced from 6s to 4s, damage and endurance cost reduced accordingly
  • Experimentation_SpeedofSound.png.6719bebb9f024c41868ab7a94f0cf20e.png 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.
    • Experimentation_Jaunt.png.67249f39d2cb10fcf7616cb666a06e38.png 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
        • Jaunt can now be activated 3 times in a row before going on cooldown
  • Experimentation_CorrosiveVial.png.a62eae4c84a492e753b72623de9e710c.png 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
  • Experimentation_AdrenalBooster.png.6d85824626eaadf12ae5aca039f7c6d1.png 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 (Feedback Thread)

  • Synapses_Shock.png.e86b11582a32e4f1102344b5ff9db565.png 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.png.388c155a5c6018f984e46a69823a6268.png 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 (3 PPM)
        • No longer fires off multiple times when used in an AoE
        • PPM increased from 2 to 3
        • Heal no longer scales with the target's level
    • Set Bonuses: 
      • 2: 6% Regeneration
      • 3: 1.35% Max Endurance
      • 4: 1.875% Max Health
      • 5: 9% Accuracy
      • 6: 7.5% Recharge
  • premature.png.d6f124ba240dce54359047217fe69987.png 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.png.29edcb4d5fb11068d0d15d24dab135b1.png 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
  • Bombardment.png.29edcb4d5fb11068d0d15d24dab135b1.png Artillery (Targeted AoE, Rare, 30-50)
    • Targeted AOE set with a Range component and two sources of Ranged Defense.
    • The icon will be replaced in a later build.
    • Enhancements: 
      • Accuracy / Damage
      • Damage / Endurance
      • Damage / Recharge
      • Accuracy / Damage / Recharge
      • Accuracy / Recharge / Range
      • Endurance / Recharge / Range
    • Set Bonuses: 
      • 2: 8% Regeneration
        • Changed from 10% 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


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

Powers

  • 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
  • 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
  • Call of the Sandman: Chance to Heal Self:
    • This proc should no longer trigger more than once when used on AoE powers
    • PPM increased from 2 to 3
  • A behind-the-scenes change to the way Knockback works has been implemented
    • Assuming all is well, there should be no perceivable change to any existing Knockback powers - please let us know if anything seems off!

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

Powers Bug Fixes

  • 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
  • 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:

    • 5thColumn.Fifth_Column_Minion_Soldier_Heavy.Missile_Launcher
    • BanishedPantheon.Banished_Minion_Ranged.Musket
    • Crey.Crey_Lt_Boss_Armored_GrenadeLauncher.Sleep_Gas
    • Event.Zombie_Ranged.Musket
    • Guns.Grenade_Launcher.Grenade_Launcher_Sleep_Grenade
    • Portal.Axis_America_Missile.Missile_Launcher
    • Temporary_Powers.Temporary_Powers.Particle_Cannon
    • Vahzilok.Facemaker.Venomous_Spray
    • V_ParagonPolice.Grenade_Launcher.Smoke_Grenade
    • V_Snakes.Boss_Low.Venomous_Spray
    • V_Snakes.Elder_Cobra.Venomous_Spray
    • V_Snakes.Stheno.Venomous_Spray

 

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.

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 are now free to move within a 30' radius of the selected position in order to attack foes.
    • This previously only affected melee pets - it now applies to all pets.
  • 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
  • Potentially fixed a crash relating to combining enhancements
  • Fixed an issue that could cause boosters and catalysts to not show up in the combination screen

AE Damage Fix

  • This fix has been reverted for now and will be revisited in a future update
Edited by The Curator
  • Like 3
  • Thanks 2

Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!

Link to comment
Share on other sites

  • City Council

Testing Notes

  • 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.

Accolades

  • Accolades are no longer automatically awarded
  • You can use the /badge_grant command to award yourself the following badges:
Spoiler

VanguardEnabled
OuroborosEnabled
AtlasSet
CreySet
DimensionalHopperSet
FreedomPhalanxSet
MagusSet
RiktiWarSet
Marshal
HeadlineStealer
BornInBattle
HighPainThreshold
Demonic
Megalomaniac
MayhemForceOfNature
MayhemInvader
MiragePatron
BloodInTheWaterPatron
SpidersKissPatron
TheStingerPatron
IncarnateAlphaSlot
IncarnateJudgementSlot
IncarnateInterfaceSlot
IncarnateLoreSlot
IncarnateDestinySlot
IncarnateHybridSlot

  • For example "/badge_grant AtlasSet" will grant you The Atlas Medallion

 

Please use these feedback threads to discuss the changes in this build:

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.
  • Thanks 2

Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!

Link to comment
Share on other sites

  • Jimmy changed the title to [Beta] Patch Notes for March 13th, 2020 (Issue 26, Page 5 - Build 5)
Guest
This topic is now closed to further replies.
×
×
  • Create New...