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Patch Notes for December 1st, 2020 - Winter Event!


Jimmy

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Build 27.1.3516

 

Winter Event

  • The Winter event is now active!
  • See the Wiki page for more info
  • The event will be active for 5 weeks, and will end during maintenance on Tuesday the 5th of January

New for 2020: Snowbound Badge

  • Awarded for logging in during the event
  • Grants you the Holiday Spirit (debt protection) and Holiday Cheer (a gift for another player) temporary powers

New for 2020: Winter Forest Updates

  • The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot
  • While the Winter event is active, it can be accessed from any TUNNEL portal or by using Long Range Teleporter
  • While the Winter event is active, several NPCs gather in the zone: Ms. Liberty (Trainer), an Icon Cosmetic Surgeon, The Candy Keeper, Shady Nick (Black Market), a P2W Winter Agent, a Last-Minute Gift Shop (Quartermaster), a Merit Vendor, several heroes and villains from around Paragon and the Rogue isles, and of course, Null the Gull himself
  • An invention table, a base portal, and a TUNNEL portal have also been added, and they remain at all times, even after the winter event ends
  • Several small geometry fixes have been made
  • A minimap and a special loading screen have been added

screenshot_201127-00-22-30.thumb.jpg.0f42d5800839d749a916bdf33edd5ed8.jpg

 

screenshot_201127-00-22-44.thumb.jpg.2d6bc98416405ed5404ecb6ac0f1a760.jpg

 

Long Range Teleporter

Destination List

  • Destinations are now categorized and coloured based on their location (Paragon City, Rogue Isles, Praetoria and Shadow Shard)
  • "Your Supergroup Base" is visible at the top of the list if you are in a Supergroup
  • "Enter Supergroup Passcode..." is visible at the top of the list at all times
  • Locked destinations are now listed
    • This makes it easier to see where you can and cannot go, and also keeps every destination in a consistent location regardless of how many you've unlocked
    • Zones that your current alignment cannot visit are not listed
  • Shadow Shard zones moved to the bottom of the list
  • Hero zones re-ordered slightly, all co-op zones are now at the bottom of the Hero zone list
  • Zone levels have been removed in order to make the list easier to read

Zone Checker

  • A zone checker list has been added to the Fast Travel macro,  allowing you to check which zones you have and haven't unlocked in LRT has been added to the fast travel macro
  • Unlocked zones can be clicked, doing so will activate LRT (you'll still need to select the destination in the LRT popup)
  • This is likely only a temporary solution, we'd like to add something more integrated with the power itself
  • Thanks to @AboveTheChemist and @Jacke for their assistance with this
  • NOTE: If you have manually downloaded an updated version of fasttravel.mnu, you need to delete it in order to see this update

Other Changes

  • Long Range Teleporter can now be purchased from the P2W vendor
    • It costs 1,000,000 influence
    • It can be found under Prestige Powers > Travel > Long Range Teleporter
    • This only unlocks the power itself (with the default base access), exploration badges are still required to unlock each zone
  • Long Range Teleporter's long and short descriptions now clearly state it allows you to access Supergroup bases
  • Long Range Teleporter now uses a long interruptible animation when used inside a mission with Temporary Powers disabled (eg: in Master Of runs)
  • Fixed Faultline not unlocking properly
    • Previously it would unlock if you owned any badge from Echo: Faultline, rather than Faultline proper

LRTMenu1.png.8f0fbf16fe391ff68df7f040a3699220.pngLRTMenu2.png.06c92da47d138142fcbdac593f59dbae.png

 

image.png.95540c6850446d27d8b360722c8efaa6.png

 

Story Arcs

The Graveyard Shift

  • Updates to spawns in the rave mission to reduce the chance for extreme psychological trauma
  • Adjusted the Raverobber spawn to ensure that the spawn clears as complete as soon as Raverobber drops
  • Reduced the potency of the viral cocktail, now only reduces endurance by 10 instead of 20

    • MM pets now also get the Viral Cocktail

  • Immune booster power corrected to run for 60s, not 30s, stacking

  • Upgraded the Zoombie explosions: They move faster, hit harder, hit you AND enemies - and added knockback

  • Disclaimers added to Pathogen and Cortex missions to bring friends

The Freakish Lab of Dr. Vahzilok

  • Doc Buzzsaw contact updated to remove the HREF store link which would cause the contact to crash if clicked while running the arc via Ouroboros

  • Unkillable enemies getting onto the other side of the fence in the Zig should be less of a problem

    • Wardens using Gale were the issue, and that spawndef simply stops spawning bosses for Longbow now

Cortex (Both arcs)

  • Heroside version

    • Rise to the challenge and wasting disease removed from him

  • Redside version

    • Psychic Scream removed fromdecaying version

    • Also has no confuse power still, intended

  • Mind Stab: 20s rech (was 4s), 1.24 damage scale (was 1.64)

  • Subdue: 3s rech (was 8s), .6 damage scale (was 1.0)

  • Telekinetic Blast: 6s rech (was 8s), damage for Smash/Psi now .63/.34, was 1/.64

  • Mesmerize: 3s rech (was 6s), sleep duration reduced from 30 to 18, damage reduced

  • Dominate: 5s rech (was 8s), .70 damage scale (was 1.0)

  • Greater Psi Blade: 30s rech (was 15s), lethal damage removed, psionic damage at 1.7 scale

  • Confuse added back into his power kit, recharge increased to 20s, mag increased from mag3 to mag4, duration cut to 10s from 20s

  • Updated the Cortex Illusion Spawns to be less painful in quantity

 

Powers

Blaster Psychic Blast

  • Several powers have had their range increased to match the bonus range that other versions of Psychic Blast have
  • Psionic Dart range increased from 80ft to 100ft
  • Mental Blast range increased from 80ft to 100ft
  • Telekinetic Blast range increased from 80ft to 100ft
  • Will Domination range increased from 80ft to 100ft
  • Psionic Tornado range increased from 80ft to 100ft
  • Scramble Thoughts range increased from 80ft to 100ft

Sentinel Psychic Blast

  • Several powers have had their range increased to match the bonus range that other versions of Psychic Blast have
  • Mental Blast range increased from 60ft to 75ft
  • Telekinetic Blast range increased from 60ft to 75ft
  • Psychic Scream range increased from 40ft to 50ft
  • Will Domination range increased from 60ft to 75ft
  • Psionic Strike range increased 60ft to 75ft
  • Psionic Tornado range increased from 40ft to 50ft
  • Scramble Thoughts range increased from 60ft to 75ft

 

General

  • Trainers no longer lie to players about Supergroup Mode and Prestige
  • Null the Gull no longer discusses the Dimensional Warder badge with Praetorians before they move over into Primal Earth properly

Praetorian Supergroup Registrar

  • Added a new Supergroup Registrar for Praetorians
    • They are located in front of the Civic Center in Nova Praetoria (-4369.0 34.0 -256.0)
    • They use a fancy new Powers Division Supergroup registration form

P2W Vendor

  • The various prestige teleportation powers in the P2W store now have proper descriptions instead of just saying "Buy me!"
  • Moved Prestige Sprints into the Travel category at the P2W vendor

 

Bug Fixes

  • Fixed many powers having incorrect colour palettes for power customization
    • Many powers had their power customization options incorrectly assigned in i27 - this patch should resolve these issues
  • Fixed a bug that with the Supergroup registration screen; it was showing the wrong alignment very often
  • Fixed some text errors with the Auctioneer day job
  • Fixed the Monitor Duty badge incorrectly referring to the Base Teleporter power (the old name for the Monitor Duty Teleporter power)
  • Fixed the Visionary badge not awarding credit for Overseer bosses
    • These were still being tracked, they just weren't attached to the badge, so if you killed a bunch before this patch you may automatically earn the badge when you log in
  • Fixed the Duray encounter failing during Admiral Sutter's TF

Powers Bug Fixes

  • Travel Powers should no longer generate a flashing buff icon

    • Note: Athletic Run was missed in this first fix, will be in the next patch

  • Trick Arrow

    • Disruption Arrow: This power's -MaxEnd debuff is now affected by AT modifiers

    • Glue Arrow:

      • Fixed short description to note it is a Location AoE

      • Slow enhancements should now work on this power

    • Mastermind: The following powers had their end cost accidentally lowered, this has been reversed:
      •  Ice Arrow
      •  Acid Arrow
      •  Disruption Arrow
      •  EMP Arrow
  • Energy Melee

    • Power Crash:

      • End cost for this power was set too low, increased from 9.36 to 15.184

      • Stalker version was not doing Crit from hide, this has been fixed

    • Stalker > Energy Punch: Crit damage was hitting for too little damage. This has been fixed

  • Dark Melee > Touch of Fear:

    • Power should again have a 30% chance for additional mag 1 fear on the primary target

    • A consistency pass has been made on Touch of Fear's AoE damage

  • Blaster > Darkness Manipulation > Touch of the Beyond: Should now grant fear resistance in PvP, not fear protection

  • Blaster > Tactical Arrow > Oil Slick Arrow: This power should now grant a Defiance buff

  • Scrapper > Energy Aura > Entropic Aura: This power should no longer debuff the caster's own recharge

  • Pool > Leadership > Victory Rush:

    • End Mod Enhancements should now work on this power

    • Fixed issues where sometimes it would do the same buff if used on Lts or Minions

  • Force Fields > Dispersion Bubble: Restored a missing VFX that would indicated what allies are being buffed by the power

  • Traps > Force Field Generator: Restored a missing VFX that would indicated what allies are being buffed by the power

  • Warshade > Umbral Aura > Shadow Slip: This power is now flagged as AoE, Negative Energy attack

  • Kinetics > Transfusion: This power should now heal even if the target dies shortly after the animation starts

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  • Jimmy unfeatured this topic

The updated Null Gull zone is nice looking.

 

update

  • The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot

 

So, I click on the gull, but I do not see that as a destination option. 

 

Null the Gull

--> What Can you do?

--> Could you send me to a different place?

image.png.2535ed93cef0ad1e3fa8291e30581b8a.png

 

Sorry if thick headed... not sure how to get there.

 

Edited by duane

 

 


"She who lives by the cybernetic monstrosity powered by living coral, all too often dies by the cybernetic monstrosity powered by living coral."  -Doc Buzzsaw


Pineapple 🍍 Pizza 🍕 is my thumbs up. 

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3 hours ago, Jimmy said:
  • Energy Melee

    • Power Crash:

      • End cost for this power was set too low, increased from 9.36 to 15.184

Huh, this is way higher than most other melee set cones - is there a particular reason for it being set so high?  For instance, this is a higher cost than Battle Axe's Pendulum (which hits considerably harder).  For that matter, it's also higher than Whirling Hands, which does similar damage in a better AoE.

Edited by Reiska
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Global: @Reiska, both here and back on live.

I was Erika Shimomura and Nagare Yuki on Virtue during the Live era.

Now I play on Everlasting. 🙂

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2 hours ago, Jimmy said:

Praetorian Supergroup Registrar

  • Added a new Supergroup Registrar for Praetorians
    • They are located in front of the Civic Center in Nova Praetoria (-4369.0 34.0 -256.0)
    • They use a fancy new Powers Division Supergroup registration form

My SG is a Praetorian origin only SG.  Is is possible to get it rebranded to this?

 

EDIT.  It looks like it already is!  Thank you!

 

Edited by Darmian

AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

I Sing of Arms and the Man (Arc id 42617) | Three Sisters (Arc id 43013)

(Pre War Praetorian Loyalist.  Pre War Praetorian Resistance.  Pre ITF Cimerora.  Post ITF Cimerora. X = Dev Choice/Hall of Fame )

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Are super packs working ? I'm opening packs, seeing loot messages and it's not turning up anywhere

 

Edit - yes they are, was opening against a background where the character items tab on ine inboz was pretty much invisible

Edited by HornyBeast
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Thank you for this work. Can't wait to use the Winter Zone.

  • Victory: reserved for future use
  • Indom: Schtick, Pummel Pete, Plymouth, Pilkington
  • Reunion: Ghost Legacy, 7s7e7v7e7n7, Mind Funk, Bluto
  • Excelsior: Phrendon Largo, Fred Bumbler, John van der Waals,Allamedia Jones, Tzapt, Sn1pe
  • Torchbearer: Phrendon Largo, Kenny Letter,  Bewm, La Merle, Enflambe', Rock Largo, Bulk of the Weather, Retired Phrendon
  • Everlasting: Phrendon Largo, Krown, Buzz Words, Bicycle Repairman, Dee Fender, Carmela Soprano, Radmental Boy, Beet Salad, Sporanghi,Sue Ahn Cuddy, Fukushima Technician, Snow Globe Girl, Thug Therapist, Apple Brown Betty
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39 minutes ago, duane said:

The updated Null Gull zone is nice looking.

 

update

  • The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot

 

So, I click on the gull, but I do not see that as a destination option. 

 

Null the Gull

--> What Can you do?

--> Could you send me to a different place?

 

 

New for 2020: Winter Forest Updates

  • The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot
  • While the Winter event is active, it can be accessed from any TUNNEL portal or by using Long Range Teleporter

 

There you go!

 

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6 minutes ago, elkhor said:

 

New for 2020: Winter Forest Updates

  • The Winter Forest, a special zone previously only accessible via Null the Gull, has been updated to be a seasonal hang-out spot
  • While the Winter event is active, it can be accessed from any TUNNEL portal or by using Long Range Teleporter

 

There you go!

 

Oh duh!  Need to keep reading!  Thanks!

 

 


"She who lives by the cybernetic monstrosity powered by living coral, all too often dies by the cybernetic monstrosity powered by living coral."  -Doc Buzzsaw


Pineapple 🍍 Pizza 🍕 is my thumbs up. 

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39 minutes ago, Reiska said:

Huh, this is way higher than most other melee set cones - is there a particular reason for it being set so high?  For instance, this is a higher cost than Battle Axe's Pendulum (which hits considerably harder).  For that matter, it's also higher than Whirling Hands, which does similar damage in a better AoE.

That is standard for an attack that has a 16s recharge. Spinning Strike is a proper comparison


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42 minutes ago, Reiska said:

Huh, this is way higher than most other melee set cones - is there a particular reason for it being set so high?  For instance, this is a higher cost than Battle Axe's Pendulum (which hits considerably harder).  For that matter, it's also higher than Whirling Hands, which does similar damage in a better AoE.

Oh, I see the confusion now, this change is only intended for Stalkers.

 

I see it was also changed for other ATs. That needs to get reverted.

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Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


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At the risk of asking a stupid question...

 

Base Transporter costs 1,000,000 inf, has a ten minute recharge and can take you to a base of your choice.

Long Range Teleporter costs 1,000,000 inf, has a ten minute recharge and can take you to a base of your choice. Or any other zone you've unlocked. And you can get it free with a little effort.

 

Am I the only one who thinks this is a bit odd?

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  • City Council
4 minutes ago, ROBOKiTTY said:

The new badge is silently awarded. It would help log-parsing badge-checking tools to have it show a message.

Badges that award on login are always silent because they award before the client is done loading the character, so the client never saw the reward floater. If you had been online when the Winter Event script was turned on, you would have seen a notification.

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3 minutes ago, Spiny said:

At the risk of asking a stupid question...

 

Base Transporter costs 1,000,000 inf, has a ten minute recharge and can take you to a base of your choice.

Long Range Teleporter costs 1,000,000 inf, has a ten minute recharge and can take you to a base of your choice. Or any other zone you've unlocked. And you can get it free with a little effort.

 

Am I the only one who thinks this is a bit odd?

A little, but intended. BT can send you to any Coalition base without a passcode, so that is "different enough" to justify being its own power. The combination of both lets you enter a base twice every 10 minutes, and if you also use Supergroup Portal you can do three times every 10 minutes.

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2 minutes ago, Spiny said:

At the risk of asking a stupid question...

 

Base Transporter costs 1,000,000 inf, has a ten minute recharge and can take you to a base of your choice.

Long Range Teleporter costs 1,000,000 inf, has a ten minute recharge and can take you to a base of your choice. Or any other zone you've unlocked. And you can get it free with a little effort.

 

Am I the only one who thinks this is a bit odd?

They don't share cooldowns, so there is incentive to get both.  LRT costing the same as the "inferior" Base Transporter makes sense when you consider, like you mentioned, you can get it for free with a little effort.

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3 minutes ago, Tonio said:

They don't share cooldowns, so there is incentive to get both.  LRT costing the same as the "inferior" Base Transporter makes sense when you consider, like you mentioned, you can get it for free with a little effort.

Certainly there's incentive to get both, but while they have equal cost I don't consider that they have equal value.

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Is something missing from the patch notes?

 

Dynamo's attack is suppressed when you're concealed, as it's supposed to be.

Unless I'm being stupid, Build Up and Aim both caused the Dynamo's attack to break concealment and start hitting enemies, before you triggered an attack.

 

I decided to wait for the next patch before posting about this. The patch arrived, nothing relevant in the notes, time to post. Maybe I should check first...

...And it's not happening - Dynamo functions as I'd expect. Now I'm wondering if it happened at all.

 

Has a change been made or am I being stupid?

I will admit I am very good at being stupid, I have a lifetime's experience at it.

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6 minutes ago, Spiny said:

Is something missing from the patch notes?

 

Dynamo's attack is suppressed when you're concealed, as it's supposed to be.

Unless I'm being stupid, Build Up and Aim both caused the Dynamo's attack to break concealment and start hitting enemies, before you triggered an attack.

I saw this in the patch notes:

 

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 are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
  • If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder

 

I don't see anything else related to the issue you are experiencing, perhaps submitting a Bug Report with some more context will get this issue addressed.

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Thanks for the continued improvements! Can we get the code for the revised fasttravel menu? Also do we have the new power icon names listed anywhere(for macro usage)?

Additionally, I'm sure its been asked, but was adding color back to the longbow jetpacks a bug or a feature? Myself and many others enjoyed having an almost black option.

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