City Council Jimmy Posted March 25, 2020 City Council Share Posted March 25, 2020 Issue 26, Page 5 (Release Candidate 2) Changes from the previous beta build are listed in green. Any changes, notes 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! BETA ONLY: Freebies Menu @GM NobleKangaroo's freebies menu is now built into the beta client and can be easily accessed from the quickchat menu: Fixed an issue that caused this menu to not function correctly if a manually-downloaded freebies menu file was present in the install folder 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 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 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 Fixed Continuing FX not working for Defenders, Corruptors and Controllers 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 Fixed the AoE being anchored around the caster rather than the target Fixed the AoE failing to fire off if LoS to the target was lost during the animation Fixed the -end component being 100x stronger than intended (oops) Can now only be activated on dead allies and living enemies (ie: not on living allies or ded enemies) 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 (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 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 (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 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 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! 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 (Feedback Thread) 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 (Feedback Thread) 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 Katana Animations (Feedback Thread) 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: Spoiler 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 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 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 (Feedback Thread) 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 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 Fixed clipping issue for Huge > Pants > Gunslinger Boots 1 Got time to spare? 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City Council Jimmy Posted March 25, 2020 Author City Council Share Posted March 25, 2020 Testing Notes 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. 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. Cheats can be accessed through the quickchat menu: Please use these feedback threads to discuss the changes in this build: Focused Feedback: Costume Editor Updates Focused Feedback: Electrical Affinity - Powers Focused Feedback: Electrical Affinity - Name Focused Feedback: Experimentation Focused Feedback: New IO Sets Focused Feedback: Katana Animations Focused Feedback: Invention Procs Focused Feedback: Dark Miasma Focused Feedback: Mastermind Henchmen AI Updates General Feedback: Issue 26, Page 5 - Release Candidates 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! Link to comment Share on other sites More sharing options...
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