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General Feedback: Issue 27, Page 2


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Posting this here instead of the FF power changes thread since stealth is not specifically listed in that thread.

 

Tested the changes to stealth today.  The in-combat defense increase of stealth on live is completely suppressed on beta.   Tested using the exact same build on both live and beta.

 

Live
Out of combat melee defense stealth running: 25.97%

In combat melee defense stealth running: 22.96%

In combat melee defense stealth not running: 19.96%

 

Beta

Out of combat melee defense stealth running: 28.99%

In combat melee defense stealth running: 19.96%

In combat melee defense stealth not running: 19.96%

 

As per the patch notes:

"Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth"

Does not seem that the best part of stealth is being carried over to the merging of stealth and invisibility.

 

Is this intended?

 

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3 hours ago, Sodd said:

 

 

As per the patch notes:

"Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth"

Does not seem that the best part of stealth is being carried over to the merging of stealth and invisibility.

 

Is this intended?

 

I believe you are looking for infiltration.

 

edit: my edit didnt work: (yes, there should be incombat defense. infiltration does not have incombat defense)

  • In-combat defence is unchanged
Edited by Hew
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  • Lead Game Master

Build 4 - April 6th


Miscellaneous

Coordinates & /thumbtack

  • Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates
  • The /loc command now displays the current position as a thumbtack link
  • Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position
    • They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas
  • Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link
  • The /whereami command will now also display your current position as a thumbtack link

unknown.png

 

Signature Story Arcs in LFG

  • Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window
  • Note that you will only see the Signature Story Arcs for your current alignment

tour3.png.850a62f090d5c3afbeb2952803d68d27.thumb.jpg.8a1c30a0ceed6a020f95c07868db78f9.jpg

 

Teleportation Targeting & /powexec_location

  • Added a "cursor" targeting mode to /powexec_location
    • It behaves as if the power was activated with a click at the current mouse cursor location
    • This will allow you to quickly activate teleport with a hotkey without needing to click
  • Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination
    • The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet
  • Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace

New Command: /powers_togglealloff

  • Added a new /powers_togglealloff command which will toggle off all currently active toggles

Inspirations

  • Inspiration Eden Trial.png Ambrosia
    • This inspiration now applies to the caster and all pets
  • Inspiration Hambrosia.png Essence of the Earth
    • This inspiration now applies to the caster and all pets

Barracuda Strike Force

  • Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype
    • Defenders now receive Power of Ghost Widow
    • Masterminds now receive Power of Captain Mako

Badges

  • Added the "Complicated" badge to Frostfire's story arc
    • This will be granted retroactively to characters that already have the arc's souvenir
  • Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art
    • Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent
    • Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker

Null the Gull

  • Simplified the dialogue options for hiding pop-up trays
    • All travel powers now use the same option for hiding trays
    • Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one
    • With the standard travel powers gaining pop-up powers it was necessary to simplify this

Atlas Park & Mercy Island

  • Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players

User Interface

  • Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button
    • The confirmation dialog box is optional and can be enabled or disabled from the Options window
    • Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation
    • Known issue: the Enhancement returns to the power after a fast Booster application - the intention is that it stays selected so you can spam-click to +5 it, and only then it returns to the power
  • "Current Absorb" can now be monitored in the combat attributes window
    • Note: This change may mean your currently tracked combat attributes need to be re-selected
  • Power details screens should no longer mix up PvP and PvE attributes
  • Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them
  • Improved the readability of power descriptions with the addition of paragraphing and text colours to break up the information
  • PvP IO recipes can no longer be sold to vendors

Bug Fixes

  • The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players)
  • Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid
  • Fixed a crash relating to buds spawning during Hamidon raids
  • Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers
  • Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1"  texture issue
  • Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe)
  • Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana
  • Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor)
  • Renamed a warehouse door in Kallisti Wharf to fix issues with CityZone Any Warehouse missions breaking co-op teams
  • Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX
  • Fixed Veluta Lunata's story arcs requiring the Pirate badge in Ouroboros (this requirement was removed from the non-Ouroboros version of the arc a long time ago)
  • Made another attempt at fixing the Duray encounter in Admiral Sutter's Task Force

Costume Fixes

  • Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3"
  • Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected
  • Restored "Wolf 2" collar option
  • Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot
  • Fixed missing texture on "Impervium Katana" for Dual Blade models
  • Fixed Huge 'Cyborg 1' Asymmetric Shoulder Pad

Powers Bug Fixes

  • The following Enhancements should no longer be weaker when hitting higher level enemies:
    • Impervious Skin
    • Numina's Convalescence
    • Sentinel's Ward
    • Miracle
    • Aegis
    • Dominating Grasp
  • Enhancement > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing

  • Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects

  • Pool > Fighting > Cross Punch: Fixed critical damage values

  • Pool > Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP

  • Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power

  • Pool > Speed > Burnout: Fixed this power causing toggles to flicker when activated

  • Prestige > Athletic Run: Icon no longer continuously flashes

  • Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow

  • Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent

  • Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required)

  • Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18

  • Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example)

  • Stalker > Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP

  • Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed

  • Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed

  • Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation

  • Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation

  • Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time)

  • Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice

  • Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals

  • Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination

  • Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster

  • Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE

  • Radiation Blast > Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP

  • Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus

  • Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus

  • Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected

  • Blaster > Temporal Manipulation > Time Wall:

    • Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets

    • Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result)

  • Sentinel > Bio Armor > Genomic Evolution: Fixed a bug which prevented the Offensive Adaptation range bonus from applying

  • Brute > Regeneration > Fast Healing: This version of the power should no longer ignore healing enhancements

  • Corruptor > Dual Pistol > Hail of Bullets: Fixed a on bug on this version of the power that made chemical ammunition have a lower chance to do damage than intended

  • Electric Blast > Thunderous Blast:

    • Fixed bugs in the blaster and defender versions that made them grant endurance instead of drain endurance

  • The following powers had their attack types corrected (this only impacts defense types):

Spoiler

 Arachnos_Soldiers.Arachnos_Soldier.Heavy_Burst
 Blaster_Ranged.Archery.Fistful_of_Arrows
 Brute_Melee.Kinetic_Attack.Focused_Burst
 Brute_Melee.Staff_Fighting.Serpents_Reach
 Corruptor_Ranged.Archery.Fistful_of_Arrows
 Defender_Ranged.Archery.Fistful_of_Arrows
 DilemmaDiabolique.Manticore.Fistful_of_Arrows
 Epic.Brute_Leviathan_Mastery.School_of_Sharks
 Epic.Corruptor_Leviathan_Mastery.School_of_Sharks
 Epic.Mastermind_Leviathan_Mastery.School_of_Sharks
 Epic.VEAT_Leviathan_Mastery.School_of_Sharks
 Guns.Laser_Rifle.Pulse_Rifle_Burst
 Incarnate.Lore_Pet_Banished_Support_Attack.Frigid_Blast
 Incarnate.Lore_Pet_Knives_LT.Shockwave_Slice
 Magisterium.Chimera.Fistful_of_Arrows
 Mastermind_Pets.Droid_3.Full_Auto_Laser
 Mastermind_Pets.Howler_Wolf_3.Throat_Bite
 Mastermind_Pets.Zombie_2.Projectile_Vomit
 Mastermind_Summon.Beast_Mastery.Call_Locusts
 Mastermind_Summon.Ninjas.Fistful_of_Arrows
 Mastermind_Summon.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Archery.Fistful_of_Arrows
 Mission_Maker_Attacks.Kinetic_Attack.Focused_Burst
 Mission_Maker_Attacks.Ninjas.Fistful_of_Arrows
 Mission_Maker_Attacks.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Staff_Fighting.Serpents_Reach
 Mission_Maker_Secondary.Archery.Fistful_of_Arrows
 Mission_Maker_Secondary.Kinetic_Attack.Focused_Burst
 Mission_Maker_Secondary.Staff_Fighting.Serpents_Reach
 Pets.ChargeCone.Shield_Charge
 Pets.Martial_Manipulation_Burst.Burst_of_Speed
 RedCaps.RedCap_Ranged_Cone.Fistful_of_Arrows
 Scrapper_Melee.Kinetic_Attack.Focused_Burst
 Scrapper_Melee.Staff_Fighting.Serpents_Reach
 Sentinel_Ranged.Archery.Fistful_of_Arrows
 Signature_Summon.Manticore.Fistful_of_Arrows
 SkyRaiders.Sky_Raider_Crimson_Pets.Pulse_Rifle_Burst
 Stalker_Melee.Kinetic_Attack.Focused_Burst
 Stalker_Melee.Staff_Fighting.Serpents_Reach
 Syndicate.Tub_Ci.Fistful_of_Arrows
 Tanker_Melee.Kinetic_Attack.Focused_Burst
 Tanker_Melee.Staff_Fighting.Serpents_Reach
 Tsoo.Endgame_LT_Archer.Fistful_of_Arrows
 Tsoo.Endgame_TubCi.Fistful_of_Arrows
 Tsoo.Tub_Ci.Fistful_of_Arrows
 V_Arachnos_Proxy.Staff_Fighting.Serpents_Reach
 V_FreedomPhalanx.Manticore.Fistful_of_Arrows
 V_FreedomPhalanx.Manticore_RV.Fistful_of_Arrows
 V_GenericVillains.Ninja_Mastermind.Fistful_of_Arrows
 V_GenericVillains.Robotics_Mastermind.Pulse_Rifle_Burst
 V_Luddites.Boss_Low.Fistful_of_Arrows
 V_Snakes.Elder_Mamba.Fistful_of_Arrows
 V_Wyvern.Boss_Sting_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Elite_Boss_Raptor_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Lt_Fang.Talon_Fistful_of_Arrows
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Quick
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Stealth
 Warshade_Offensive.Umbral_Blast.Gravimetric_Snare
 Warshade_Offensive.Umbral_Blast.Gravity_Well
 Widow_Training.Widow_Training.Dart_Burst

 

Please contact me on the Homecoming Discord for a faster response! GM Arcanum#7164


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These are really exciting changes (more exciting, to me, than anything in the first three builds), and I think it should be a big counterexample to people who are concerned that feedback is not being heard.  (Er, speaking of in general all the changes in build 4, not just the ones excerpted above).

Edited by aethereal
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3 hours ago, GM Arcanum said:

 

Coordinates & /thumbtack

  • Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates
  • The /loc command now displays the current position as a thumbtack link

As a quick heads up from my stress-testing Teleport in the Storm Palace, you can still place thumbtacks that will not appear on the compass or off in the distance.

 

Attaching a screen grab.

 

image.png.6ae77d5a2610e3696819e01c919f40d8.png

 

I *think* the line that you can't thumbtack past is about this line. (or at least can't see it in the distance an on the compass, anyways.)

 

image.png.55eef5a09910018c56ffdc66eba53371.png

Edited by arthurh35353
clarity
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  • PvP IO recipes can no longer be sold to vendors

So I will no longer accidently sell that Shield Wall that I actually need for an alt and now I have to use god knows how many converters to get it back since I sold it like an idiot? nice

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Just curious on why the changes to Rune of Protection? That power feels like a way some characters can gain status protection that normally wouldn't (ignoring incarnate) and now it's even less accessible. I would rather see it like hasten, something that could be taken earlier and take a ridiculous amount of recharge to perma. Get rid of the resistance piece of it to balance it.

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5 minutes ago, td1ddy said:

Just curious on why the changes to Rune of Protection? That power feels like a way some characters can gain status protection that normally wouldn't (ignoring incarnate) and now it's even less accessible. I would rather see it like hasten, something that could be taken earlier and take a ridiculous amount of recharge to perma. Get rid of the resistance piece of it to balance it.

They explicitly do not want it to be able to anything remotely like Always On mez protection. The changes make it more like a Break Free/Resistance that is available every couple minutes.  It is a nerf for very high end builds and a buff for almost everyone else.

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11 minutes ago, Wavicle said:

They explicitly do not want it to be able to anything remotely like Always On mez protection. The changes make it more like a Break Free/Resistance that is available every couple minutes.  It is a nerf for very high end builds and a buff for almost everyone else.

 

What about Defensive Amplifiers?  So most squishies if they want reliable Mez Protection have to fork out up to 2.5million Inf / hour.  And gives them more build freedom!  Yay....?

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9 minutes ago, Wavicle said:

They explicitly do not want it to be able to anything remotely like Always On mez protection. The changes make it more like a Break Free/Resistance that is available every couple minutes.  It is a nerf for very high end builds and a buff for almost everyone else.

I do understand this, however, we have clarion out there that takes no work. What I'm suggesting wouldn't make it perma until endgame - just like Hasten. Having the ability to take it would certainly open up builds for me. It wouldn't even necessarily be an automatic since Clarion does exist - though having would make exemplar more bearable for some builds.

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28 minutes ago, Jacke said:

 

What about Defensive Amplifiers?  So most squishies if they want reliable Mez Protection have to fork out up to 2.5million Inf / hour.  And gives them more build freedom!  Yay....?

Pretty sure the current devs are not happy about those amplifiers but probably don't want to face the huge whining crapstorm that would rise up if they got rid of them.

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28 minutes ago, td1ddy said:

I do understand this, however, we have clarion out there that takes no work. What I'm suggesting wouldn't make it perma until endgame - just like Hasten. Having the ability to take it would certainly open up builds for me. It wouldn't even necessarily be an automatic since Clarion does exist - though having would make exemplar more bearable for some builds.

Clarion isn't available until 50 (45 when exemping). That's a huge difference. And frankly, Incarnate powers are not well balanced, and the devs have indicated as much in talking about wanting everyone to feel valued at the end game.

Edited by Wavicle
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Personally, I think Amplifiers are a mess. They were pure P2W Paragon Market fare. Letting people pay real money to get long-term mez protection smacks of really egregious P2W prioritization. They exist here because all the P2W stuff was caried over from the i24 codebase, but my opinion is that they were a bad idea. But I also agree that taking them away now would cause a great wailing and gnashing of teeth.

Edited by UberGuy
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3 hours ago, Wavicle said:

@FaultlineMaybe phase them out.

 

Start by making them no longer available at level 50.

 

Then take it down to 35. Then 22. Then out.

I was about to say that I think they should be kept for the lower levels as a boost for starting characters. But thinking about it I wonder if the fact that people are used to starting each squishie characters career with always on mez protection is part of the problem we are seeing with the RoP changes. Once you have become used to something it is a wrench when it disappears, far more than if you never had it in the first place. Assuming people are reluctant to keep paying for the amplifiers they then look for the thing they have had in other places and RoP as part of a cycle of powers becomes that answer. So yes, if the amplifiers were removed altogether it might not be the worst thing in the world.

 

People would go absolutely crazy about it though. Mind you I'm coming to the conclusion that people are going to go absolutely crazy about any changes regardless of what they are. I'm in danger of becoming stuck staring at the inside of my own head given the amount of eye rolling I've been doing over the reaction to the RoP changes.

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RE: World of Confusion. This is hot! What a wonderful and so far largely uncommented on change. Thank you for this, this really opens up some fun build ideas.

 

image.png.6a3b0b34caa5acaf14941d8e618e909a.png

 

 

This leaves me hopeful you'll make the same updates to Arctic Air. I love Arctic Air... and I hope you can give it the same love. If you'd prefer to discuss in the Dom forum rather than here I understand.

 

In the meantime tho, praise be. This change is great and exactly what Doms need.

 

Edited by oedipus_tex
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  • Lead Game Master

Release Candidate 1 - April 10th

Miscellaneous

Coordinates & /thumbtack

  • Added a /thumbtack <x> <y> <z> command to set the thumbtack in the minimap with world coordinates
  • The /loc command now displays the current position as a thumbtack link
  • Writing a location in chat surrounded by square brackets will generate a thumbtack link to that position
    • They will only be considered valid if they consist of exactly three numbers, separated by spaces or commas
  • Added the $loc chat variable which translates to your current coordinates into a clickable thumbtack link
  • The /whereami command will now also display your current position as a thumbtack link

unknown.png

 

Signature Story Arcs in LFG

  • Signature Story Arcs are now available in the "Story Arcs" tab of the Looking For Group window
  • Note that you will only see the Signature Story Arcs for your current alignment

tour3.png.850a62f090d5c3afbeb2952803d68d27.thumb.jpg.8a1c30a0ceed6a020f95c07868db78f9.jpg

 

Enhancement Boosters & Catalysts

  • Enhancement Boosters and Catalysts can now be applied directly by clicking on them, without using the Combine button
  • The confirmation dialog box is optional and can be enabled or disabled from the Options window
  • Applying an Enhancement Booster that doesn't make the Enhancement +5 will have a faster animation
  • Fixed Enhancements not remaining in the slot after a Booster is used before getting the enhancement to +5

output_file.gif.05187c1080ec838515ff58bb9412d44c.gif

 

Teleportation Targeting & /powexec_location

  • Added a "cursor" targeting mode to /powexec_location
    • It behaves as if the power was activated with a click at the current mouse cursor location
    • This will allow you to quickly activate teleport with a hotkey without needing to click
  • Significantly improved the targeting cursor for teleportation powers and it's now much easier to reliably choose the desired destination
    • The 'red ring of doom' should rarely appear now, and it should be almost impossible to have it fall back to the character's feet
  • Fixed issues with two-side polygon collision that prevented the use of teleportation powers in a few places, the most notable being the outer ring of the Chantry / Storm Palace

New Command: /powers_togglealloff

  • Added a new /powers_togglealloff command which will toggle off all currently active toggle

Barracuda Strike Force

  • Power of Black Scorpion (the power required to kill Reichsman) is now always granted to the team leader, regardless of Archetype
    • Defenders now receive Power of Ghost Widow
    • Masterminds now receive Power of Captain Mako
  • Removed broken hospital in the first mission of the Barracuda SF which caused you to get stuck outside the map

Badges

  • Added the "Complicated" badge to Frostfire's story arc
    • This will be granted retroactively to characters that already have the arc's souvenir
  • Corrected the badge art for many "stature level" missions that were using the wrong level range or duplicate art
    • Hero badges; Negotiator, Spelunker, Plague Stopper, Spirit Warrior, Pwnz, Do No Harm, Emancipator, Meteorologist, True Nemesis, Bodyguard, Agent
    • Villain badges: Stone Cold, Bone Collector, Plague Carrier, Mask Maker

Null the Gull

  • Simplified the dialogue options for hiding pop-up trays
    • All travel powers now use the same option for hiding trays
    • Previously they all used the same flag, but presented as different dialog options - this was fine when only Origin pools had pop-up powers and you could only ever have one
    • With the standard travel powers gaining pop-up powers it was necessary to simplify this

Atlas Park & Mercy Island

  • Enemies in Atlas Park and Mercy Island should no longer reproduce like rabbits and spawn in on top of players

User Interface

  • "Current Absorb" can now be monitored in the combat attributes window
    • Note: This change may mean your currently tracked combat attributes need to be re-selected
  • Power details screens should no longer mix up PvP and PvE attributes
  • Changed the wording of defense and defense debuff attributes in power details screens so players can more accurately distinguish between them
  • Improved the readability of power descriptions with the addition of paragraphing and text colours to break up the information
  • PvP IO recipes can no longer be sold to vendors

Bug Fixes

  • The inter-dimensional Katana and Bow thief has finally be caught and brought to justice! (fixed Katanas and Bows frequently being invisible to other players)
  • Improved the validation of certain chat links; things like [Recipe:Boresight] or [Salvage:Tactics] will no longer be considered valid
  • Fixed a crash relating to buds spawning during Hamidon raids
  • Fixed a crash bug when trying to open detail info for any power that granted or revoked other powers
  • Fixed "Medium Arcane Supergroup Banner 1", "Medium Tech Supergroup Banner 1"  texture issue
  • Fixed the Merit vendor display name for Encouraged Accuracy: To Hit Buff (Recipe)
  • Fixed malformed .fx file causing debug client errors ("FXGEO: Failed to alloc a child fx") when drawing a katana
  • Fixed a crash bug that caused a crash while hovering power info for some powers (example: Bio Armor > Evolving Armor)
  • Renamed a warehouse door in Kallisti Wharf to fix issues with CityZone Any Warehouse missions breaking co-op teams
  • Fixed an issue which allowed multiple emotes to be combined to trigger NPC-only animations and VFX
  • Fixed Veluta Lunata's story arcs requiring the Pirate badge in Ouroboros (this requirement was removed from the non-Ouroboros version of the arc a long time ago)
  • Made another attempt at fixing the Duray encounter in Admiral Sutter's Task Force
  • Storm Palace: Closed holes in the collision boundary of the zone

Costume Fixes

  • Fixed "Lebeaux" top not tinting correctly for "Robotic Arm 1" and "Robotic Arm 3"
  • Fixed Arachnos Soldier "Wolf Collar" from interfering with ear selection when "Wolf" helmet style is selected
  • Restored "Wolf 2" collar option
  • Fixed "Praetorian Police" boot option for males not appearing in asymmetry mode for the right boot
  • Fixed missing texture on "Impervium Katana" for Dual Blade models
  • Fixed Huge 'Cyborg 1' Asymmetric Shoulder Pad
  • Adjusted Female 'Fashion Tight' boots to lessen clipping around knees while standing and walking

Powers Bug Fixes

  • The following Enhancements should no longer be weaker when hitting higher level enemies:
    • Impervious Skin
    • Numina's Convalescence
    • Sentinel's Ward
    • Miracle
    • Aegis
    • Dominating Grasp
  • Enhancement > Power Transfer > Chance to Heal Self: Should be able to stack when slotted in multiple passive powers regardless of server timing

  • Enhancements > Overwhelming Force > Knockback to Knockdown: Fixed this proc not always converting to knockdown when stacked with other knockback effects

  • Pool > Fighting > Cross Punch: Fixed critical damage values

  • Pool > Fighting > Boxing: Fixed this power missing it's 35% synergy chance for stun in PvP

  • Pool > Leaping > Spring Attack: Reimplemented this power with new tools, should address some odd bugs with this power

  • Pool > Speed > Burnout: Fixed this power causing toggles to flicker when activated

  • Prestige > Athletic Run: Icon no longer continuously flashes

  • Titan Weapons (All versions): Fixed a bug with some Titan Weapon powers starting Momentum too early, most notably Crushing Blow

  • Shield Defense > Phalanx Fighting (All Versions): Fixed a bug that caused the self buff in this power to be intermittent

  • Blaster > Mace Mastery > Summon Spiderlings: Fixed an error in the power description that claimed you required 2 powers to acquire (only one power is required)

  • Stalker > Rad Melee > Radiation Siphon: Power had the wrong level requirement. Now properly set to be available at level 18

  • Electric Blast > Thunderous Blast (All Versions): Fixed a bug where the two chances for -end were not doing independent chance checksr example)

  • Stalker > Ice Melee > Assassin's Ice Sword: This power's stealth bonus damage should no longer be resisted in PvP

  • Sentinel > Epic > Mace Mastery > Focused Accuracy: This power should no longer detoggle when mezzed

  • Sentinel > Ice Armor > Frigid Shield: This power should no longer detoggle when mezzed

  • Beast Mastery > Summon Lions: Fixed a bug where this power was never actually playing the summoning animation

  • Beast Mastery > Summon Dire Wolf: Fixed a bug where this power was never actually playing the summoning animation

  • Trick Arrow > Glue Arrow: Fixed the short help text (for reals this time)

  • Electricity Assault > Static Discharge: Should no longer list Endurance Modification enhancements twice

  • Scrapper > Mu Mastery > Zapp: Fixed a bug that was causing the fast version of this power inflict slow-version criticals

  • Dominator > Psionic Mastery > World of Confusion: Fixed this power triggering Controller Overpower instead of Domination

  • Blaster > Electricity Manipulation > Dynamo: Fixed a bug where this power would do damage to the caster

  • Dark Servant > Twilight Grasp: Fixed a bug where this power was doing -damage instead of -regen in PvE

  • Radiation Blast > Radioactive Assault > Proton Volley (All versions): Fixed a bug where these powers were doing 20% less than intended damage in PvP

  • Stalker > Fiery Melee > Fire Sword Circle: Fixed this power now granting Assassin's Focus

  • Stalker > Ice Melee > Frozen Aura: Fixed this power now granting Assassin's Focus

  • Dominator > Savage Assault > Spot Prey: The perception buff on this power was lasting only 0.75s instead of 10s, this has been corrected

  • Blaster > Temporal Manipulation > Time Wall:

    • Fixed this power not accepting Blaster, Ranged Damage and Universal Damage sets

    • Fixed this power using melee damage modifiers instead of ranged damage modifiers (damage has increased slightly as a result)

  • Sentinel > Bio Armor > Genomic Evolution: Fixed a bug which prevented the Offensive Adaptation range bonus from applying

  • Brute > Regeneration > Fast Healing: This version of the power should no longer ignore healing enhancements

  • Corruptor > Dual Pistol > Hail of Bullets: Fixed a on bug on this version of the power that made chemical ammunition have a lower chance to do damage than intended

  • Electric Blast > Thunderous Blast:

    • Fixed bugs in the blaster and defender versions that made them grant endurance instead of drain endurance

  • The following powers had their attack types corrected (this only impacts defense types):

Spoiler

 Arachnos_Soldiers.Arachnos_Soldier.Heavy_Burst
 Blaster_Ranged.Archery.Fistful_of_Arrows
 Brute_Melee.Kinetic_Attack.Focused_Burst
 Brute_Melee.Staff_Fighting.Serpents_Reach
 Corruptor_Ranged.Archery.Fistful_of_Arrows
 Defender_Ranged.Archery.Fistful_of_Arrows
 DilemmaDiabolique.Manticore.Fistful_of_Arrows
 Epic.Brute_Leviathan_Mastery.School_of_Sharks
 Epic.Corruptor_Leviathan_Mastery.School_of_Sharks
 Epic.Mastermind_Leviathan_Mastery.School_of_Sharks
 Epic.VEAT_Leviathan_Mastery.School_of_Sharks
 Guns.Laser_Rifle.Pulse_Rifle_Burst
 Incarnate.Lore_Pet_Banished_Support_Attack.Frigid_Blast
 Incarnate.Lore_Pet_Knives_LT.Shockwave_Slice
 Magisterium.Chimera.Fistful_of_Arrows
 Mastermind_Pets.Droid_3.Full_Auto_Laser
 Mastermind_Pets.Howler_Wolf_3.Throat_Bite
 Mastermind_Pets.Zombie_2.Projectile_Vomit
 Mastermind_Summon.Beast_Mastery.Call_Locusts
 Mastermind_Summon.Ninjas.Fistful_of_Arrows
 Mastermind_Summon.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Archery.Fistful_of_Arrows
 Mission_Maker_Attacks.Kinetic_Attack.Focused_Burst
 Mission_Maker_Attacks.Ninjas.Fistful_of_Arrows
 Mission_Maker_Attacks.Robotics.Pulse_Rifle_Burst
 Mission_Maker_Attacks.Staff_Fighting.Serpents_Reach
 Mission_Maker_Secondary.Archery.Fistful_of_Arrows
 Mission_Maker_Secondary.Kinetic_Attack.Focused_Burst
 Mission_Maker_Secondary.Staff_Fighting.Serpents_Reach
 Pets.ChargeCone.Shield_Charge
 Pets.Martial_Manipulation_Burst.Burst_of_Speed
 RedCaps.RedCap_Ranged_Cone.Fistful_of_Arrows
 Scrapper_Melee.Kinetic_Attack.Focused_Burst
 Scrapper_Melee.Staff_Fighting.Serpents_Reach
 Sentinel_Ranged.Archery.Fistful_of_Arrows
 Signature_Summon.Manticore.Fistful_of_Arrows
 SkyRaiders.Sky_Raider_Crimson_Pets.Pulse_Rifle_Burst
 Stalker_Melee.Kinetic_Attack.Focused_Burst
 Stalker_Melee.Staff_Fighting.Serpents_Reach
 Syndicate.Tub_Ci.Fistful_of_Arrows
 Tanker_Melee.Kinetic_Attack.Focused_Burst
 Tanker_Melee.Staff_Fighting.Serpents_Reach
 Tsoo.Endgame_LT_Archer.Fistful_of_Arrows
 Tsoo.Endgame_TubCi.Fistful_of_Arrows
 Tsoo.Tub_Ci.Fistful_of_Arrows
 V_Arachnos_Proxy.Staff_Fighting.Serpents_Reach
 V_FreedomPhalanx.Manticore.Fistful_of_Arrows
 V_FreedomPhalanx.Manticore_RV.Fistful_of_Arrows
 V_GenericVillains.Ninja_Mastermind.Fistful_of_Arrows
 V_GenericVillains.Robotics_Mastermind.Pulse_Rifle_Burst
 V_Luddites.Boss_Low.Fistful_of_Arrows
 V_Snakes.Elder_Mamba.Fistful_of_Arrows
 V_Wyvern.Boss_Sting_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Elite_Boss_Raptor_Low.Talon_Fistful_of_Arrows
 V_Wyvern.Lt_Fang.Talon_Fistful_of_Arrows
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Quick
 Villain_Pets.Kinetic_Melee_Assassins_Strike.Assassins_Strike_Stealth
 Warshade_Offensive.Umbral_Blast.Gravimetric_Snare
 Warshade_Offensive.Umbral_Blast.Gravity_Well
 Widow_Training.Widow_Training.Dart_Burst

 

Please contact me on the Homecoming Discord for a faster response! GM Arcanum#7164


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On 3/30/2021 at 5:46 PM, Sodd said:

Posting this here instead of the FF power changes thread since stealth is not specifically listed in that thread.

 

Tested the changes to stealth today.  The in-combat defense increase of stealth on live is completely suppressed on beta.   Tested using the exact same build on both live and beta.

 

Live
Out of combat melee defense stealth running: 25.97%

In combat melee defense stealth running: 22.96%

In combat melee defense stealth not running: 19.96%

 

Beta

Out of combat melee defense stealth running: 28.99%

In combat melee defense stealth running: 19.96%

In combat melee defense stealth not running: 19.96%

 

As per the patch notes:

"Invisibility and Stealth have been merged together, the best parts of both powers are now available with just Stealth"

Does not seem that the best part of stealth is being carried over to the merging of stealth and invisibility.

 

Is this intended?

 

 

Tested again with the 10 April, 2021 build and in-combat defense from Stealth is still fully suppressed.

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  • Homecoming Team
2 minutes ago, Sodd said:

 

Tested again with the 10 April, 2021 build and in-combat defense from Stealth is still fully suppressed.

I can't reproduce this. What specifically is triggering the suppression for you?

 

Keep in mind that CC will suppress the effects of most toggles entirely, including Stealth.

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

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Late in the game for this, I know, but I'd still like a slash command or Null option to just disable fast snipe if I want. I *want* the higher damage and longer range... pretty much always, even with the interrupt and longer cast time.

 

Just something to consider for the future.

Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

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On 4/6/2021 at 12:23 PM, GM Arcanum said:

New Command: /powers_togglealloff

  • Added a new /powers_togglealloff command which will toggle off all currently active toggles

 

Small request but could you add an alias for this command to follow the naming norm for power execution commands? I only ask because I know I'm going to be binding this command a lot to replace one I use on pretty much every character and I'm going to muscle memory my way into typing /powexec and I can't imagine I'm going to be the only one.

 

Thanks for your consideration and all the work you guys put into keeping City of feeling like City of, but better!

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"Current Absorb" can now be monitored in the combat attributes window

 

Nice. 

 

Minor request, can we get it changed to where we can "monitor" more than 10 things?  I find it a bit limiting.  Not sure if it is due to some kind of technical hurdle to increase that?

Edited by Riverdusk
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