City Council Jimmy Posted October 24, 2020 City Council Posted October 24, 2020 i27 Overview | Beta Server FAQ | Feedback Threads | Bug Reports | Character Copy Beta Installation: Homecoming Launcher Note: This needs to be installed to a new location (not your existing CoH install directory) Beta Patch Notes: Issue 27, Page 1 (Build 1) 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. Post any feedback you have in the focused feedback threads (linked throughout the patch notes and in the second post). New Story Arc: The Graveyard Shift (Hero, Level 20-29) (Focused Feedback Thread) FBSA NetOps Agent Watkins has set up a small command station in North Steel Canyon, as an optimal location to investigate... something. Being somewhat dodgy about his assignment, he has constantly referred heroes to Positron first, to establish a reputation. The tasks that Agent Watkins has for you are no small feats, and involve the clean-up of one of the city's most exciting showdowns. Heroes 20 and above should seek him out, and bring plenty of club soda to wash out any stains. Contact: Agent Watkins, Steel Canyon Listed in Ouroboros under Champion (Level 25-29) > The Graveyard Shift (27.01) This arc features new maps, new environments, the return of the Vahzilok Wasting Disease (it missed you), interaction with the alignment system, an actual investigation with clues and interviews, new badges, three alternate endings depending on the choices you make in earlier missions and... dubstep The Vahzilok enemy group has also been expanded with a wider level range with some additional tweaks for the higher levels New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39) (Focused Feedback Thread) A notorious and well-admired sociopath of the Rogue Isles has put out a straight-forward distress call through the Broker network, asking individuals of highly dubious moral constitution to save her neck in the name of Science. Doc Buzzsaw is being stalked by a notable ne'er-do-well and the price on her head is significantly less than the value of preserving it. Villains of level 30 and beyond should seek her out in Sharkhead Isle, in the usual place, and relief will wash over you after the discovery that her attachment to bank accounts has disappeared in the face of her mortality, as an added bonus. Contact: Doc Buzzsaw, Sharkhead Isle Listed in Ouroboros under Captain (Level 35-39) > The Freakish Lab of Dr. Vahzilok (27.02) Chronologically this arc takes place after the Hero arc above This arc features new maps, new environments, two new enemy factions, a prison break, new badges, several intricate missions with new spawn behaviours and a very, very cryptic poem Costume Editor Update: Asymmetrical Shoulders (Focused Feedback Thread) Shoulders now have an asymmetrical toggle, which can be toggled on to allow separate left and right shoulder selection Not every set of shoulders are available in asymmetrical mode, more will be added in future updates All shoulder options remain available in symmetrical mode The Kitten and Panda shoulder options are now available for Male and Huge characters Yes, two kittens New Blaster Secondary: Sonic Manipulation (Focused Feedback Thread) Sonic Manipulation lets you control sonic forces to manipulate your foes, inflict damage and protect yourself. Powers T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback) A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), chance for Hold) Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. Recharge: Slow T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold) Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow T4: Sound Booster (Self +DMG, +To Hit, +Special) Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Recharge: Long T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), chance for Hold) You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Recharge: Slow T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep)) Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate T7: Disruption Aura (Toggle: Foe -Res) You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback) You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), chance for Hold) You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Recharge: Slow Powerset Revamp: Energy Melee (Focused Feedback Thread) Energy Melee has received a series of changes aimed at improving the performance of the set. Total Focus now acts as an opener for three different Energy Focus combos, including a Total Focus > Energy Transfer combo which provides fast, potent single target damage. Stun has been reworked into Power Crash, a cone attack, in order to provide a small amount of additional AoE capability to the set. Power Changes Energy Punch Recharge increased from 4s to 5s End cost increased from 5.2 to 6.032 Damage increased from scale 1 to scale 1.16 Bone Smasher Cast time reduced from 1.5s to 1.27s If used with Energy Focus: 100% chance for stun and applies a weakening (-special and -regen) effect to the target Power Crash (Replaces Stun) Power Crash is now a minor cone that can hit up to 5 targets (10 for Tankers) No longer takes melee damage sets, now takes PBAoE damage sets (any existing enhancements will remain slotted until the character respecs) If used with Energy Focus: Target cap increased to 10 targets (16 for Tankers) If you previously had Stun in your build, you'll now have Power Crash Stalkers only: This power has a 18s recharge (instead of a 9s recharge for other ATs), with proportional damage and endurance cost increases per the standard damage formulas As Stalkers do not have Whirling Hands, they rely entirely on Power Crash for AoE damage Whirling Hands Damage increased from scale 1 to scale 1.1819 (it was slightly below what the damage formula dictated) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Total Focus has a 100% chance to grant Energy Focus (even if power misses) (Stalker / Scrapper only) This power only crits for 28% additional damage, but when it crits, it will also generate a backup Energy Store that will re-activate Energy Focus after the current Energy Focus is used or expires (essentially it provides two stacks of Energy Focus) Energy Focus Energy Focus is consumed when casting certain Energy Melee powers in order to provide bonus effects (Energy Focus is not consumed if the power misses) Energy Focus expires after 15 seconds Energy Transfer Energy Transfer self damage is now 10% of base max HP for all ATs, and no longer costs any endurance Damage is now 100% energy (Stalker / Scrapper only) When this power crits it will now not only avoid the self-damage, but actually heals the caster for 10% of base Max HP. Recharge lowered from 20s to 10s If used with Energy Focus: Cast time reduced from 2.67s to 1.0s Stalker Power Order Changes Spoiler Barrage Energy Punch Bone Smasher Assassin's Strike Build Up Placate Power Crash (replaces Stun) Total Focus (moved from T9) Energy Transfer (moved from T8) Tanker Power Order Changes Spoiler Barrage Energy Punch Bone Smasher Taunt Whirling Hands Total Focus (moved from T9) Build Up Power Crash (replaces Stun, moved from T6) Energy Transfer (moved from T8) Other Changes The stun chance for Energy Punch, Barrage and Bone Smasher for Stalkers was lower than the Tanker and Brute versions - this has now been corrected The AE version of this powerset has been updated with missing powers and to match current power effects Powerset Proliferation: Energy Melee for Scrappers (Focused Feedback Thread) Energy Melee has been proliferated to Scrappers, with all the changes mentioned above. Power Order Energy Punch Barrage Bone Smasher Build Up Power Crash Confront Whirling Hands Total Focus Energy Transfer Powerset Revamp: Titan Weapons (Focused Feedback Thread) Titan Weapons was released less than a year before the game shut down, and never had the opportunity for much follow-up work. The set suffers from two problems. Firstly, the mechanics of the set make the set difficult to get started with. Secondly, when fully built, Titan Weapons massively overperforms compared to other melee set in almost every metric. We've gone ahead and removed the arbitrary bonus damage the set has (bringing it in line with the standard damage formulas) in order to reign in the maximum performance bar the set can hit, whilst also refining the Momentum mechanic and redraw animations in order to reduce the clunkiness of the set. Set Changes Removed arbitrary bonus damage from all attacks (roughly 8-10%) Now has the same redraw rules as Katana, and will only play an interruptible draw animation under the following conditions: Out of combat Out of range from the target Power still has not recharged Whilst Momentum is active, all Titan Weapons attacks will: Recharge 25% faster, with proportional damage and endurance cost reduction per the standard damage formulas Have an additional 25% endurance cost reduction Momentum is now granted even if the attack misses all targets Power Changes Titan Sweep Fast version cast time increased from 1s to 1.1s Follow Through Cast time increased from 1s to 1.1s No longer inflicts additional damage over time Confront / Taunt Cast time reduced from 1.96s to 1.67s Whirling Smash Radius lowered from 15ft to 10ft (however, it remains at 15ft for Tankers) No longer inflicts additional damage over time Arc of Destruction Recharge reduced from 20s to 16s Damage decreased accordingly (per the standard damage formulas) Fast version cast time shortened from 1.5s to 1.37s Powerset Revamp: Trick Arrow (Focused Feedback Thread) Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We've made a comprehensive suite of improvements, impacting almost every power in the set. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff Flash Arrow Can now be slotted with Range enhancements -ToHit increased from -6.25% to -15% Half this debuff is now irresistible Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s Ice Arrow Increased the -Recharge debuff from -12.% to 25% Now applies a 60s -Special and -Damage debuff Poison Gas Arrow -Damage debuff now lasts 60 seconds -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a heal resistance debuff (heals on the target will be less effective) Halved in PvP Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) Debuff duration increased from 20s to 45s 20s in PvP This power has a new icon Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s Oil Slick Arrow Can now be slotted with Range enhancements EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power now adds an ally buff to any ally or pet within the radius of the power (the caster is not affected) 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back Pool Powerset Revamp: Teleportation (Focused Feedback Thread) Teleportation has been considered one of the least desirable pools for a while (outside of specific uses, like Stone Armor) due to the wide availability of other travel options. In order to make the set more appealing, we've added two new powers with new mechanics. Combat Teleport emulates the feeling of Speed of Sound's Jaunt to quickly traverse the battlefield without the endurance cost burden of an active travel power, whilst Fold Space introduces a new way to play in melee - bring the enemies to you, instead of going to them! To make room for these, Recall Friend and Teleport Foe have been combined into one power and Long Range Teleport has been removed from the set and is now an unlockable Accolade power. Power Changes Teleport Target (Replaces Recall Friend) Now combines the functionality of Recall Friend and Teleport Foe If you previously had Recall Friend, you'll now have Teleport Target Combat Teleport (Replaces Teleport Foe) A quick-casting, short-ranged (100ft) teleport designed to be used in combat The range of this power can be enhanced, but it cannot be buffed or debuffed by set bonuses or other powers This power can be activated up to 3 times in a row before it triggers a cooldown This power grants a small ToHit buff to your next attack If you previously had Teleport Foe, you'll now have Combat Teleport Teleport This power now grants a 4s untouchable buff If you attack while this buff is active, both the Untouchable buff and the Hover buff will be cancelled If you have been in combat in the last 10 seconds, phase will not be triggered In PvP, using teleport 3 times within a 30 second window will trigger No Phase Team Teleport Endurance cost reduced from 20 to 16 Fold Space (Replaces Long Range Teleport) This power will teleport foes from the nearby area into melee range Line of sight is required 100ft range, 16 targets max, prioritizes closer targets Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power If you previously had Long Range Teleport, you'll now have Fold Space See the Long Range Teleporter section below for more information Warshades Inherent / Umbral Aura > Shadow Recall Now functions the same as Teleport Target, and has a new icon to match (previously this power mirrored Recall Friend) Umbral Blast > Starless Step Now functions the same as Combat Teleport, and has a new icon to match (previously this power mirrored Teleport Foe) Umbral Aura > Shadow Slip Now functions the same as Fold Space, and has a new icon to match (previously this power mirrored Long Range Teleport) Blaster Secondary Revamp (Focused Feedback Thread) After the game shut down, several new Blaster secondary sets were developed (eg: Tactical Arrow, Atomic Manipulation, Plant Manipulation), but these sets were generally quite overtuned in the crowd control department, whilst also lacking in incentives to get into melee range - both of these factors contributed towards the sets being a tad too safe. Additionally, most of the legacy sets received some changes in the i24 beta just before the game shut down that were never really followed up on. This ended up with several sets (eg: Ice Manipulation, Electrical Manipulation, Energy Manipulation) being slight underperformers, especially compared to the new sets. This round of changes aims to level the playing field for Blaster secondary sets, both towards each other and towards dedicated crowd control ATs. In general, you'll see many of the underperforming sets receive several buffs (both in terms of damage and survivability), alongside some reductions in the crowd control capabilities of most sets. Tactical Arrow Electrified Net Arrow Range reduced from 80ft to 50ft to be in line with other Blaster Manipulation T1 Immobilize powers Endurance cost increased from 5.2 to 7.8 to be in line with other Blaster Manipulation T1 Immobilize powers Ice Arrow Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation ST mez powers Recharge increased from 12s to 16s Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Upshot +Recharge buff reduced to from 30% to 15% +Damage buff reduced from 100% to 81.25% +ToHit reduced from 20% to 15% Flash Arrow This power's effects are no longer irresistible Gymnastics (Replaces Agility) Gymnastics and Agility have been merged into a new toggle power Provides knockback protection, a 1.75% defence buff, a recharge bonus, a movement speed buff and some slow / mez protection If you previously had Agility, you now have Gymnastics ESD Arrow Hold now only applies to robots Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Added Stun against all foes (does not override the robot hold): Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Now accepts Stun enhancements and sets Oil Slick Arrow (Replaced Gymnastics) Similar to the Trick Arrow version, but does not have a defence debuff and only has a 15ft radius If you previously had Gymnastics, you now have Oil Slick Arrow Power Order Changes Spoiler Electrified Net Arrow Glue Arrow Ice Arrow Upshot Flash Arrow Eagle Eye Gymnastics (Replaces Agility, merged with T9) ESD Arrow Oil Slick Arrow (Replaces Gymnastics) Atomic Manipulation Positron Cell Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Radioactive Cloud Recharge time increased from 90s to 180s As an AoE hold it should always have had a higher recharge similar to other Blaster Manipulation AoE mez powers Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Darkness Manipulation Touch of the Beyond Increased the duration of the self buff from 60s to 120s The self buff now also provides Fear protection The self buff now auto-hits, regardless of if the enemy-targeting portion of this power hits Added a short, non-enhanceable Mag 3 Hold (in PvE only) Dark Pit Recharge time increased from 60s to 90s Endurance cost increased from 13 to 20.18 Stun changed from Mag 2, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Devices Taser Fixed this power doing PvE damage in PvP Gun Drone Now has 80% resistance to all damage Taunt aura reduced to 8ft, mag 3, max of 4 targets Death explosion now has a knockup component Electrical Manipulation Thunder Strike Cast Time reduced from 3.3s to 2.53s Dynamo (renamed from Lightning Field) Moved from T3 to T6 (see Power Order Changes below) Is now the sustain power in the set (along with the existing damage aura component) No longer has an endurance cost to run Provides a Recovery and Regeneration buff If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder Force of Thunder Moved from T6 to T8 (see Power Order Changes below) No longer provides a sustain buff Recharge increased from 30s to 90s Stun chance increased from 50% to 100% Stun changed from Mag 2, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) If you had Lightning Field, it will now be replaced by Force of Thunder and keep the enhancements from Lightning Field Power Order Changes Spoiler Electric Fence Charged Brawl Build Up (moved down from T5) Havok Punch Thunder Strike (moved down from T7) Dynamo (moved up from T3, renamed from Lightning Field) Power Sink (moved down from T8) Force of Thunder (moved up from T6) Shocking Grasp Energy Manipulation Energize Now provides a small amount of Stun protection (PvE only) Stun Recharge reduced from 20s to 14s This power now has synergy with Power Boost and Boost Range With Boost Range active, this power becomes a ranged Stun With Power Boost active, this power becomes an AoE (instead of boosting its duration) Stun will have an orange ring whenever either of these buffs are active As highlight rings can only be one color, Power Boost and Boost Range are also getting a pale white ring to make it easier to know if their buffs are still active, without having to look at the buff bar Full combo details: Stun = 14s recharge, 7ft range, Mag 3 scale 10 stun, single target Stun + Boost Range = 14s recharge, 60ft range, Mag 2 scale 10 stun + Mag 1 scale 6 stun, single targets Stun + Power Boost = 90s recharge, 7ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Stun + Power Boost + Boost Range = 90s recharge, 60ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets) Total Focus Cast time reduced from 3.3 seconds to 2.53 seconds Ice Manipulation Frigid Protection Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Shiver Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 15 seconds, now only half of it does) Frozen Aura This power now inflicts damage and accepts damage enhancements and sets Sleep changed from Mag 2, Scale 20 to: Mag 2, Scale 20 (non stacking) Mag 1, Scale 12 (stacking) Martial Combat Ki Push Damage increased from scale 0.8 to scale 1.32 Reaction Time Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Throw Sand Stun changed from Mag 3, Scale 12 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Mental Manipulation Telekinetic Thrust Recharge increased from 6 seconds to 16s Cast Time reduced from 2.07s to 1.67s Damage Scale increased from 0.8 to 2.92 (per the standard damage formulas) Moved from T3 to T9 (see Power Order Changes below) World of Confusion Moved from T7 to T3 (see Power Order Changes below) Scare Moved from T8 to T7 (see Power Order Changes below) Psychic Shockwave Moved from T7 to T8 (see Power Order Changes below) Power Order Changes Spoiler Subdual Mind Probe World of Confusion (moved down from from T7) Psychic Scream Concentration Drain Psyche Scare (moved down from T8) Psychic Shockwave (moved down from T9) Telekinetic Thrust (moved up from T3) Ninja Training Immobilizing Dart Toxic damage over time doubled to bring it in line with other single target immobilize powers Sting of the Wasp Recharge increased from 5s to 10s Damage increased accordingly (per the standard damage formulas) Choking Powder Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Shinobi No longer grants a damage buff outside of stealth Now grants the caster a 20% chance to inflict lethal criticals with every attack The amount of damage will be based on the recharge time of the power Usually this will be 80% of the standard damage formula This bonus damage ignores enhancements and damage buffs The Lotus Drops Recharge decreased from 28s to 14s This was much higher than intended Blinding Powder Sleep magnitude increased from 2 to 3 Chance for Confuse mag increased from 2 to 3 Chance for Confuse scale lowered from scale 20 to scale 8 Golden Dragonfly Recharge increased from 12s to 20s Damage increased accordingly (per the standard damage formulas) Plant Manipulation Skewer Cast Time reduced from 1.67s to 1.17s Strangler Hold changed from Mag 3, Scale 12 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Spore Cloud Moved from T9 to T5 (see Power Order Changes below) No longer grants a Defiance buff As a toggle, it never should've given one -Regeneration debuff now scales with player level -59.32% at level 20 -80.33% at level 40 -90.83% at level 50 Wild Fortress Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Vines Recharge time increased from 90s to 180s As an AoE hold it should always have had a higher recharge similar to other Blaster Manipulation AoE mez powers Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Thorn Burst Moved from T5 to T9 (see Power Order Changes below) Cast time reduced from 3s to 2s Power Order Changes Spoiler Entangle Skewer Strangler Toxins Spore Cloud (moved down from T9) Wild Fortress Ripper Vines Thorn Burst (moved up from T5) Temporal Manipulation Time Wall Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers Now accepts Damage enhancements and sets Aging Touch Base damage slightly reduced from 1.32 to 1.02 This power was doing more damage than intended Time Stop Hold changed from Mag 3, Scale 8 to: Mag 2, Scale 10 (non stacking) Mag 1, Scale 6 (stacking) Temporal Healing Absorb has been adjusted to match Cauterizing Aura's Heal per Second and can now stack up for up to 12 seconds No longer shows floating numbers by default A new "Show Floaters" theme is available if you prefer seeing the Absorb numbers Future Pain Recharge increased from 11s to 18s Endurance cost increased from 11.024 to 16.848 Damage increased accordingly (by about 52.8%, per the standard damage formulas) End of Time Recharge decreased from 22s to 17s Endurance cost decreased from 20.176 to 16.016 Damage decreased from scale 1.552 to 1.232 (per the standard damage formulas) Time Shift Stun changed from Mag 3, Scale 8 to: Mag 2, Scale 8 (non stacking) Mag 1, Scale 5 (stacking) Architect Entertainment AE versions of these powersets have been updated with missing powers and to match current power effects Other Powers Changes (Focused Feedback Thread) Martial Arts Eagle's Claw This power now hits in a small cone Now takes PBAoE sets instead of Melee Damage sets Any currently slotted enhancement will retain, but can not be re-slotted after a respec These changes only apply to the melee set version of the power (Tanker, Brute, Stalker and Scrapper) AE versions of these powers have been updated with missing powers and to match current power effects Dark Melee Shadow Maul Target cap reduced from 10 to 5 (16 to 10 for Tankers) Touch of Fear Now a melee targeted AoE with a 10 target cap (16 for Tankers) Now deals negative energy damage over time Fear duration reduced by roughly 50% Cast time increased from 1.17s to 1.97s Only the main target will be affected by the Fear and ToHit debuff Now accepts Targeted AoE Damage sets Taunt (Tanker / Brute) Now has the correct icon border AE versions of these powers have been updated with missing powers and to match current power effects Energy Assault Whirling Hands No longer yields double damage with Energy Focus active Instead it will instantly recharge the power Energy Focus Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not - you can now regain it again immediately after it has been spent Cleaned up some timing issues Now shows up on the buff bar AE versions of these powers have been updated with missing powers and to match current power effects Kinetics All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics Transfusion Siphon Power Transference Fulcrum Shift Player powers should notice no difference beyond faster application Some NPC powers may become weaker or stronger depending on their rank AE versions of these powers have been updated with missing powers and to match current power effects Taunt Aura Slotting The following powers now accept Taunt Enhancement Sets: Spoiler Bio Armor Evolving Armor Genetic Contamination (Tanker/Brute only) Dark Armor Death Shroud (Tanker/Brute only) Cloak of Fear (Tanker/Brute only) Oppressive Gloom (Tanker/Brute only) Electric Armor Lightning Field (Tanker/Brute only) Energy Aura Entropic Aura Fiery Aura Blazing Aura (Tanker/Brute only) Ice Armor Chilling Embrace (Tanker/Brute only) Icicles (Tanker/Brute only) Invulnerability Invincibility Radiation Armor Beta Decay (Tanker/Brute only) Regeneration Integration (Brute only) Shield Defense Against All Odds Stone Armor Mud Pots (Tanker/Brute only) Super Reflexes Evasion (Tanker/Brute only) Willpower Rise to the Challenge Accolades Summon Workbench Can now be summoned while flying (but must still target the ground) All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs - this affects the following powers: Crey CBX-9 Pistol / Stolen Immobilizer Ray Eye of the Magus / Demonic Aura Geas of the Kind Ones / Force of Nature Vanguard Medal / Megalomaniac Elusive Mind Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers (Focused Feedback Thread) A strange energy spike in Galaxy City reached the old Supergroup Portal and caused a cascade overload in the entire Teleport network. Most of the damage has been repaired, but destinations in temporal flux have been lost to the past. DJ Zero was called in to establish the new portal in his Pocket Dimension, and as a courtesy he also set up portals in two other dimensions: Praetoria and The Shadow Shard. Vanguard has requested further restrictions of traffic near Paragon Heights while their investigation is in progress. Base Access The GM-only command /enterbasefrompasscode is no longer available for players to use unconditionally, and can now only be used: Within 45 feet of a base portal (including the new summoned portals) Anywhere inside a Supergroup base After using the Base Transporter / Base Teleporter power The command remains available until you move 20 feet from the location you used the power, or if you activate another power Two new powers which summon portable base portals have been added, and base teleporter powers have received some improvements (see below for details) Base Beacons All base beacons now drop you near the base portal in that zone instead of at a random location on the map The following zones have had base beacons added: Praetoria Imperial City Neutropolis Nova Praetoria The Shadow Shard: Cascade Archipelago Firebase Zulu The Chantry The Storm Palace The following zones have had their beacons removed: Echo: Dark Astoria These beacons will now be directed to Dark Astoria Echo: Galaxy City These beacons have been destroyed by an energy spike of unknown origin Note: Both of these zones can still be accessed through Ouroboros Base Portals All zones with a base beacon now also have a base portal Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold Base portals no longer have collision (so you can't get stuck in them anymore) The following base portals have been moved to more convenient locations: Kings Row Moved down to ground level Skyway City Moved up to the small park with Synapse and Mynx, near the Monorail Independence Port Moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone Peregrine Island Moved down to ground level Nerva Archipelago Moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone Grandville Moved down from the top of the tower to the main square The following zones have had base portals added: Hazard Zones: Striga Isle Perez Park Boomtown Crey's Folly Eden Terra Volta The Hollows The Shadow Shard Cascade Archipelago Firebase Zulu The Chantry The Storm Palace Praetoria Imperial City Neutropolis Nova Praetoria First Ward Night Ward The following zones have had their base portals removed: Echo: Galaxy City New Accolade: Long Range Teleporter Long Range Teleporter Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power Long Range Teleporter is unlocked when you earn your first Exploration accolade from one of the unlockable zones, and it can take you to any unlockable zone which you have the Exploration accolade for Every zone previously accessible via Long Range Teleport is available to unlock, plus Rikti War Zone, Dark Astoria, Night Ward and Striga Isle (and Kallisti Wharf has been removed until it gets exploration badges) - here's a complete list: Spoiler Paragon City Atlas Park Kings Row The Hollows Skyway City Faultline Steel Canyon Talos Island Independence Port Croatoa Brickstown Founders' Falls Peregrine Island Rikti War Zone Dark Astoria Striga Isle Rogue Isles Mercy Island Port Oakes Cap Au Diable Sharkhead Isle Nerva Archipelago St. Martial Grandville Praetoria Nova Praetoria Imperial City Neutropolis First Ward Night Ward TUNNEL Network The Hero and Villain TUNNEL networks have been merged together Vigilantes and Rogues will now see both Hero and Villain zones in the list Heroes, Villains, Vigilantes, Rogues and Praetorians can now all use the same portals in co-op zones TUNNEL can now be used by Praetorians Praetorians will only be able to access zones in Praetoria Special Teleportation Powers Base Transporter (P2W Power) Recharge time reduced from 30 minutes to 10 minutes No longer affected by global recharge buffs Activation time reduced from 15s to 10s Base Teleporter (Day Job Power) This power no longer requires the Rapid Response Member Accolade to earn, and has replaced the Monitor Duty (prestige boost) day job power Recharge time reduced from 600s to 30s This would be 0s, but we wanted to prevent accidental double usage as this power has limited charges Activation time reduced from 15s to 10s Supergroup Portal (New P2W Power) Available from P2W for 10 million influence Summons a base portal on the ground that lasts for 90 seconds (even after you leave the zone) 30 minute cooldown, unaffected by global recharge buffs (matches Team Transporter) Cannot be used in Ouroboros, Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) Rapid Response Portal (New Day Job Power) A new day job power which replaces the Base Teleporter Power Summons a base portal on the ground that lasts for 90 seconds (even after you leave the zone) 90 second cooldown Cannot be used in Ouroboros, Tutorial or PvP Zones Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc) Ouroboros Portal Can now be used from level 1, rather than level 14, in any zone that is not a tutorial zone Can now be entered by characters of any level Can now be summoned while flying (but must still target the ground) Now lasts 90 seconds instead of 5 minutes, but will remain in place after you leave the zone Team Transporter (P2W Power) Can now be summoned while flying (but must still target the ground) Now lasts 90 seconds instead of 2 minutes (this power already remained in place after you left the zone) Pocket D VIP Teleporter (P2W Power) Recharge time reduced from 30 minutes to 10 minutes No longer affected by global recharge buffs Activation time reduced from 15s to 10s Mission Transporter (P2W Power) Activation time reduced from 15s to 10s Auction House Teleporters Consignment House Transporter (Temporary Power) Can now be used whilst in zones of the opposite alignment Black Market Transporter (Temporary Power) Can now be used whilst in zones of the opposite alignment Trading House Transporter (Temporary Power) This power has a new icon Underground Transporter (Temporary Power) This power has a new icon Day Trader Teleporter (Day Job Power) This power has been renamed from Enhanced Day Trader Teleporter (as the non-Enhanced version cannot be earned) Can now be used whilst in zones of the opposite alignment Marketeer's Teleporter (Day Job Power) This power has been renamed from Accelerated Marketeer's Teleporter (as the non-Accelerated version cannot be earned) Can now be used whilst in zones of the opposite alignment All of these powers Activation time for all of these powers reduced from 15s to 10s These powers previously shared a 30 minute lockout timer (if you used one, you couldn't use any of them for 30 mins) Now only the purchased temps share this lockout, and it has been reduced to 10 minutes The day job powers now have a 30 second cooldown (same as the Base Teleporter power, we wanted to prevent accidental double usage) The four temporary powers can now be deleted This is particularly important for the Praetorian versions since they can't be activated once you leave Praetoria and you get stuck with a useless power forever Enhancements (Focused Feedback Thread) Enhancement Upgrade Button Added an Upgrade button to the bottom left of the Enhancements screen This will upgrade all your store-buyable enhancements to +3 of your level, to the maximum of level 50 It costs the same as purchasing the enhancements from a store, and it will not change the enhancement type; a low level DO will be upgraded to a high level DO, not a SO. Combined enhancements will be replaced following the new Enhancement Combining rules described below This means a level 48++ SO will be "upgraded" to level 50 and charge full price Enhancement Combining Combining enhancements now increases their level directly, instead of a combined level enhancement (ie: 33 instead of 32+1) This means you can, through combination, get Titan, Hydra and Hamidon enhancements all the way to level 53 Existing combined enhancements are not affected, but another combination will increase their level and remove the combinations Acquiring Enhancements Single Origin enhancements can now be purchased from vendors at levels 5, 10, 15 and 20 This is meant to equalize the availability of those enhancements at low levels, which currently are mostly obtained through farming the Death From Below trial DOs can now be purchased from vendors at levels 5 and 10, just for parity TOs have been removed from regular vendors but can still be purchased from the Supergroup Base enhancements vendor if you're into that kind of thing Story Arc rewards that used to drop TOs and DOs will now always drop a SO of your origin TOs and DOs will still drop from other sources as vendor trash The tutorial zones now reward the player with Talisman of the Initiate (Damage) SOs instead of Damage TOs Introductory tasks from City Hall reward the player with Damage SOs of their origin instead of Damage TOs The Shop Keeper and Smuggler day jobs will now always award a SO Yin's Market Yin's Talisman enhancements can now be used by characters of all origins and are available at level 5, 10, 15 and 20 They are also cheaper than SOs of the same level to purchase from Mr. Yin, although they will cost the same to upgrade Yin's Talisman enhancements now use a fancy golden border There are currently no plans to make those enhancements available to Villains or Praetorians, as the store unlock is a reward for the Faultline arcs Those characters can purchase the enhancements from the auction house, receive them via character email, or store and retrieve them from Supergroup storage if they wish Power Customisation Update (Focused Feedback Thread) Support for customising Temporary, Day Job and Accolade powers has been added. In this update only a few powers are supported, but we are looking to expand this in the future. The following powers can now be customised in the "Other" tab: Day Job Powers Rapid Response Portal Base Teleporter Day Trader Teleporter Marketeer's Teleporter Accolades Long Range Teleporter Temporary Powers Boon of the Ancestor Spirits (from Graeme Easton's arc) Nictus Shadow Step (from Dr. Shelly Percy's arc) Nictus Gravitic Emanation (from Dr. Shelly Percy's arc) Nictus Fragment (from the Moonfire Task Force) Smoke Flash (from P2W) Knight Errant (from the Paladin event in Kings Row) Consignment House Transporter Black Market Transporter Trading House Transporter Underground Transporter Prestige Travel Supergroup Portal Base Transporter Pocket D VIP Teleporter Mission Transporter Badges (Focused Feedback Thread) Several new badges have been added to the game! New Defeat Badges Brass Hunter Defeat 1000 Nemesis Jaegers Green Machine Defeat 100 Nemesis Warhulks Brute Forced Defeat 500 points worth of Rularuu Brutes Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Winged Nuisance Defeat 500 Rularuu Natterlings of any rank Running on Empty Defeat 250 Malta Sappers Womp Womp Defeat 100 Immature Paragon Protectors Assault and Battery Defeat 50 Freakshow Super Stunners New Story Arc Badges Spoiler The Uncivil War Complete Agent Watkins' arc Patient Zero Complete Doc Buzzsaw's arc Containment Specialist Earned in Agent Watkins' arc (Spoilers in the box below) Spoiler Turn off the sprinklers before the timer runs out during The Graveyard Shift story arc Went Off Script Earned in Agent Watkins' arc (Spoilers in the box below) Spoiler Refuse to quarantine during The Graveyard Shift story arc (mission owner only) The Greater Good Earned in Agent Watkins' arc (Spoilers in the box below) Spoiler Quarantine during The Graveyard Shift story arc (mission owner only) Tarnished Star Earned in Doc Buzzsaw's arc (Spoilers in the box below) Spoiler Fill every jail cell in The Zig during your life as a hero, before becoming a villain and releasing Bile during "The Freakish Lab of Dr. Vahzilok" story arc Existing Badges Loyal Customer This badge now has new artwork (previously it was using the same artwork as the Air Pirate badge) Unabashed Can now be acquired in the instanced Rikti Mothership Raid instead of just in the zone version Visionary Changed from defeating 100 Rularuu Overseers bosses to 500 points worth of Rularuu eyes (Watchers, Observers and Overseers) Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges Existing badge progress will be transferred (1 boss on the old tracker = 5 points on the new tracker) Monitor Duty No longer increases the rate at which you earn the Monitor Duty (Brain Storm Idea boost) day job power Now increases the rate at which you earn the Base Teleporter day job power Rapid Response Member / Trouble Maker No longer unlocks the Base Teleporter day job power (this power no longer requires unlocking) Now unlocks the Rapid Response Portal day job power Entrusted with the Secret Moved to the top of the Flashback badge list Can now be earned by collecting any exploration badge from Cimerora Can now be earned by collecting A Scar in Time, True Neutral or Sick of Time Travel (the exploration badges added to Recluse's Victory in Issue 26, Page 3) Can no longer be earned by owning the 5th Columnist gladiator badge (it doesn't involve time travel) Ouroboros Portals can now be summoned and entered by characters of any level Enhanced Gamepad Support (Focused Feedback Thread) Added support for using the left and right triggers as modifiers with XInput Added several convenience aliases for usage with keybinding Virtual Mouse Mode Implemented virtual mouse mode for XInput gamepads Holding both triggers now enters virtual mouse mode: The left stick moves the mouse pointer. This is analog, with a small amount of acceleration past halfway pressed Moving the right stick up and down moves the mouse wheel Moving the right stick left and right passes through to your normal binds, allowing you to turn the camera The A/Cross button is the left mouse button The B/Circle button is the right mouse button The Y/Triangle button is the middle mouse button The d-pad will snap your mouse pointer around the screen The X/Square button will snap your mouse pointer to the center of the screen New Slash Commands /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, etc /extra_modifiers [mod1] [mod2] [mod3] [mod4] Allows setting up to four extra modifiers These (currently) only work when no other modifier is pressed Recommended for XInput users is /extra_modifiers LBumper RBumper /controller_modifiers <first> <second> Allows setting two controller buttons as modifiers On non-XInput devices, when both of these are pressed together, the controller will enter virtual mouse mode The arguments are the button numbers to use (from 1-24) Recommended for XInput users is /controller_modifiers 7 8 (the two triggers, since these are currently hard-coded as virtual mouse mode on XInput) /controller_vmouse <LMB> <RMB> [MMB] [Snap] Configures virtual mouse mode buttons By default, button 1 is the LMB and button 2 is the RMB - the other two are unset Recommended for XInput users is /controller_vmouse 1 2 4 3 (which will give you the configuration from the above patch notes) Further explanation on the use of additional modifiers from @Telephone: Spoiler On the live shards, there are three pre-defined 'modifiers' (Shift, Ctrl, and Alt). These can be used in any keybind, etc. The patch allows you to define up to six additional modifiers: two 'Controller Modifiers' and up to four 'Extra Modifiers'. The 'Controller Modifiers' are special, as pressing them together enables Virtual Mouse Mode. They do work as bindable modifiers just like the pre-existing three. The up-to-four 'Extra Modifiers' are just additional inputs (either keys or buttons) that can be treated as modifiers when no other modifier is pressed. So for example, you could do /extra_modifiers LBumper RBumper to make the bumpers modifiers on your XInput gamepad. You could then use (for example) LBumper+Joy1 as a /bind (but also still be able to use LTrigger+LBumper as a separate bind). The 'Extra Modifiers' aren't limited to just gamepad buttons, however! If you want, you can bind any key on your keyboard as one (but note that due to some things that still need refactoring, you can't bind a specific Shift, Ctrl, or Alt key on your keyboard yet). You also point out that you both controller- and extra-modifiered the triggers. That could definitely cause issues and we'll fix that. We also don't (currently) have way for you to clear _all_ your extra modifiers, so we'll have to fix that as well (you can just specify a single one with /extra_modifiers and it should clear the other three). Not noted in the patch notes is that we added a number of other convenience aliases which you may have already noticed (e.g. LTrigger, LeftTrigger, RightBumper, StartButton, AButton, and so on). Map Changes (Focused Feedback Thread) Minor tweaks and additions to Steel Canyon, Skyway City and Faultline for the new story arcs (contacts, mission locations, etc) Pocket D War Witch has been relocated to the ground floor of the club, just underneath her previous location This change was made in order to minimize disruption to any roleplay going on in the upper floor Kings Row Under advisement from Vanguard, the Paragon City Council has demolished and sealed shut the former tunnel connecting Kings Row to Galaxy City and reinforced that section of the War Wall to protect the citizens of Kings Row after the strange energy spike that destroyed the teleporter network. The Kelly Graham Foundation has commissioned a new statue of Galaxy Girl to stand in the former location of the Hazard Zone gate, and a small ceremony was held with the former residents of Paragon Heights. The tunnel that previously connected Kings Row to Galaxy City has been sealed A new statue of Galaxy Girl stands where the tunnel used to be This also fixes this area of the War Wall not turning off during Rikti Invasions Minor updates and additions for the new story arcs Independence Port The Paragon Power authority was alerted to a major oversight in paperwork when Admiral Sutter docked in Independence Port, placing his active-duty helicopter directly under live power lines. Instead of trying to argue with the government for weeks, the PPA has instead diverted the wiring and given a direct terminal feed to the local hospital, which needs it with all the Lusca victims and Terra Volta defenders (Who don't read the manual when it comes to the radiation shielding) it treats on a daily basis. The power lines above Admiral Sutter's helicopter have been moved Minor updates and additions for the new story arcs Perez Park Hazard lights added to the Galaxy City gate Ouroboros Can now be accessed at any level through an Ouroboros Portal Cimerora Can now be accessed at any level (rather than 35+) as long as you can access The Midnighter Club Echo: Galaxy City Closed the Perez Park gate Added an Echo transporter (was previously using the monorail as an exit) City Map The old city cartographer has... retired After 15 years, Brickstown is now the correct shape on the city map Other Changes Reduced invite blocking time after quitting a team or league to 5 seconds Restored the classic "pshewwwww" sound when entering the game Halloween salvage vendors (Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) now have icons on the minimap Profanity Filter Several outdated / reclaimed terms have been removed from the profanity filter Several slurs have been added to the profanity filter The profanity and copyright filter is now checked during character creation (this is the same behaviour as live - it just wasn't activated) New Command: /interact Allows you to interact with objects in front of you as if they had been clicked This includes contacts, doors, ouroboros portals, mission objectives, etc Command: /powexec_location Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers Directional and terrain-following mode are more robust and less likely to stop short of the full distance Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination Target mode no longer tries to occupy the same space as the target - instead it selects a location as close as possible to the target without being pushed away Command: /window_scale The /window_scale command takes the window "contactdialog" to independently resize the window where contact give you mission descriptions and such Usage: /windowscale contactdialog 2 to make it twice as big (accepts anything from 0.65 to 2) Mission: The Strongest Bond This is the fourth and final mission given by the contact Ward, in the Night Ward, notorious for unrecoverable team wipe situations due to the location of the in-mission hospital Gurneys moved to roof of mansion in order to buy you some time An Acolyte of Repulsion wards the roof with a Dispersion Bubble and a Force Bubble, but their power is so strenuous and difficult to maintain that they are incapable of doing anything else The Acolytes of Soothing, fragile but helpful, stand ready to assist with sweet nothings of periodic minor healing, but their devotion to your wellbeing renders them incapable of anything else In the spirit of the original encounter, enemies are designed to chase you - this has not changed, we have simply provided the means for you to tip the scales in your favour Bug Fixes (Report Bugs Here) You should no longer see erroneous messages about adding slots to certain temporary powers while levelling up The double Duray fight in the Sutter Task Force should no longer fail to complete properly Fixed an issue on the Portal Corp tech lab variant map in which certain objective placements would cause them to be almost entirely buried in geometry You won't need to dig around for buried glowies anymore, but you are still on a Dr. Q... Minor geometry fixes to Siren's Call, Talos Island, Port Oaks and Atlas Park Fixed an issue that caused Ouroboros portals to occasionally be targetable when summoned by a villain Fixed an issue that caused Villains and Rogues to be able to summon Ouroboros portals in Ouroboros Fixed an issue that caused the base portals in Recluse's Victory to count towards the Duty Monitor (supergroup base) day job, and block the Predator (PvP zone) day job Fixed the mission reward for levels 10 to 14 missing Pool B invention recipes Tutorial missions in Outbreak and Breakout can no longer be abandoned Fixed an issue that caused the glass on police drone sirens to not render correctly Powers & Enhancements Bug Fixes Procs that inflict damage should no longer auto-hit even if slotted in powers that auto-hit foes. This applies to: Enhancements Incarnate: Hybrid Note: this already applied to Incarnate Interface procs, nothing changes there Fixed recipe name for Encouraged Accuracy: To Hit Buff Dual Pistols: AoE powers no longer grant Defiance for every target hit Single target powers no longer grant double Defiance Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE Savage Melee (Scrapper & Stalker): Fixed numerous errors with critical hits Many powers had incorrect crit values or would not crit in PvE, PvP or both Sentinel > Vulnerability: Will no longer spam float messages when triggered Dark Miasma > Tar Patch: Was recently flagged to ignore resistance - this was not intended and has been fixed Enhancements > Gaussian's Synchronized Fire Control: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Enhancements > Performance Shifter: All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7 The set is documented to be 20-50 level range Incarnate > Destiny > Clarion: Fixed an issue that caused Clarion's buff to increase the strength of other +special buffs 13 7 1 Got time to spare? 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City Council Jimmy Posted October 24, 2020 Author City Council Posted October 24, 2020 Testing Cheats Merit vendors sell everything for free Crafting recipes do not require any ingredients Incarnate powers do not require any ingredients Day jobs grant powers at 1000x the normal rate Cheats for character progression can be accessed through the quickchat menu: Please use these feedback threads to discuss the changes in this build: Focused Feedback: The Graveyard Shift (Hero Story Arc, Level 20-29) Focused Feedback: The Freakish Lab of Dr. Vahzilok (Villain Story Arc, Level 30-39) Focused Feedback: Asymmetrical Shoulders Focused Feedback: Sonic Manipulation Focused Feedback: Energy Melee Revamp Focused Feedback: Energy Melee for Scrappers Focused Feedback: Titan Weapons Revamp Focused Feedback: Trick Arrow Revamp Focused Feedback: Teleportation Pool Revamp Focused Feedback: Blaster Secondary Revamp Focused Feedback: Other Powers Changes Focused Feedback: Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers Focused Feedback: Enhancements Focused Feedback: Power Customisation Update Focused Feedback: Badges Focused Feedback: Enhanced Gamepad Support, /interact and other /commands Focused Feedback: Map Changes General Feedback: Issue 27, Page 1 - Build 1 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. 10 10 Got time to spare? Want to see Homecoming thrive? Consider volunteering as a Game Master!
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