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[Beta] Patch Notes for April 25th, 2021


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  • Homecoming Team

Colour Key

  • Most changes from the previous beta build are listed in green.
    • Green text will become white text in the next set of patch notes.
  • Any changes or fixes that are only relevant to the beta builds (ie: fixes / tweaks to new features) are listed in blue.
    • Blue text will be deleted in the next set of patch notes as it is only relevant to highlight changes between beta builds, not changes from live.

 

Powers

New Prestige Powers

  • OnlyAffectSelf.png.58f9796877712b9b9a363e9094f5fc30.png Only Affect Self
    • Activating this power prevents you from attacking foes or aiding allies - all powers will only affect yourself
    • If you are attacked, this power will suppress, allowing you to fight back
      • Suppression rules updated to match Stealth (will only suppress if an enemy hits you, not if they miss you)
  • Disable_All.png.8c716acc1a4ff27a88690a0dd3bd366a.png Disable All Powers
    • Activating this power will stop all your powers and set bonuses from working
  • Both of these powers can be acquired from the P2W vendor in the Prestige Utility category for zero cost

Travel Power Descriptions

  • All pool travel powers, prestige travel powers, Kheldian travel powers and sprints have had their descriptions updated to clarify the new stacking rules and suppression rules

Flight / Peacebringer

  • Flight_EvasiveManeuvers.png.e8a448c6e4bd9ee94450dff84b76faab.png Evasive Maneuvers and LuminousAura_LightofReason.png.be20fa0ec0a4353d8eb64035796846ea.png Quantum Maneuvers
    • Defence will no longer suppress upon activating any power
      • Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective
  • Flight_GroupFly.png.ddb9e9d14c2076bd52a110301f83d675.png Group Fly
    • This power should now acknowledge the owner having the Disallow Group Fly option from Null the Gull enabled

Concealment

  • Invisibility_Stealth.png.2486cdaff867e131e33de6dc409b97ab.png Stealth
    • The stealth component is no longer split into two different effects with different rules
      • All stealth now only suppresses after attacking, being hit or clicking a mission objective
    • -Threat will now suppress after attacking, being hit or clicking a mission objective
    • Defence will no longer suppress upon activating any power
      • Defence will now suppress on all attacks, including pseudopet attacks, and will still suppress when buffing an ally, commanding a pet or clicking a mission objective

Miscellaneous

  • Respec Recipes can no longer be sold to vendors

Power Tray Locking

  • Add the ability to lock tray numbers, which removes the little arrows from power trays (both regular and floating)
    • Trays can still be changed using commands, binds, and macros
  • This option can be adjusted with /optionset LockTrayNumbers 1 or 0, or it can be found in the Windows tab of the options menu
  • Right-clicking on a power tray (both regular and floating) now includes "Lock Tray Numbers" and "Lock Powers in Trays" shortcuts

Options Menu

  • Added a new "Powers" heading in the Windows tab
    • Moved "Power Recharge Indicators" here, along with the new Lock Powers option
  • Moved "Chat Timestamps" and "Chat Timestamps Colors" under the Chat heading

Sprint / Run / Jump Invention Sets

  • Added a new IO set category: Sprints
    • Both existing Running sets (Celerity, Quickfoot) are now also in the Sprints category, and are listed as "Running & Sprints"
    • Both existing Leaping sets (Unbounded Leap, Springfoot) are now also in the Sprints category, and are listed as "Leaping & Sprints"
    • Swapped the "and" to "&"
  • Sprint powers now only accept Sprint sets, not Running or Leaping sets
  • All other Running and Leaping powers are unaffected, and enhancement conversion only respects the original Running and Leaping categories
  • TL;DR: This has no impact on existing slotting, builds or conversion, we've made this change in order to be able to introduce new Running and Leaping sets in the future without having to balance around them being slotted in Sprint

Freaklok Arcs

  • Adjusted Salamander and Grey Matter's "Hail Mary" powers (in Agent Watkins' Rusty Rivet mission)
    • Endurance cost and recharge times on them have been reduced, making them more dangerous

Bug Fixes

  • Henchmen flying at a distance from their owner (due to the new Group Fly changes) will no longer ignore the laws of physics and teleport around the map
  • Henchmen in the air can now be pushed out of the way just like henchmen on the ground
  • Fixed Arachnos Soldier and Arachnos Widow having pstring descriptions during character creation
  • Fixed accidental change to Vahzilok Cadaver resistances
  • Fixed missing "&" in many references to the "Time & Space Manipulation" IO set

Powers Bug Fixes

  • Pool > Speed > Super Speed: Fixed this power sometimes preventing you from picking new powers when levelling up
  • Pool > Teleportation > Teleport (+Shadow Step): Fixed these powers occasionally failing to activate if you had a non-combat NPC targeted
  • Pool > Flight > Afterburner: Fixed the color palette on the Minimal FX theme for this power
  • Pool > Leaping > Super Jump: Now correctly refers to Double Jump instead of High Jump
  • Pool > Sorcery > Spirit Ward: Fixed sound effect repeating too much
  • Pool > Concealment > Infiltration: Fixed jump components not working correctly (this was a beta-only bug)
  • Inherent > Rest: You can no longer walk very slowly while resting with a weapon drawn
  • Inherent > Stance > Slide: This stance will no longer interrupt flight stances
  • Prestige Utility > Reveal: Fixed this power not being usable in PvP zones
  • Temporary Powers: Fixed several Halloween costume powers still being mutually exclusive with stealth powers
  • Trick Arrow > EMP Arrow: Fixed an issue where the EMP Field left by this power would be colored white when picking No Redraw theme, instead of matching the other fx in the power
  • Sentinel > Mace Mastery > Coordinated Targeting: Fixed missing icon
    • This fix was in the previous build but was missing from the patch notes
  • Controller > Darkness Affinity > Fade: Fixed this power causing characters to constantly flicker
  • Controller > Illusion > Spectral Terror: ToHit debuff enhancements should now work in this power
  • Stalker > Dual Blades > Ablating Strike: Fixed a bug where this power would not apply AoE knockdown on combo completion
  • Stalker > Dual Blades > Sweeping Strike: PvP Hide Crit changed from 100% to 50%
  • Stalker > Ice Melee > Ice Sword: Fixed minor scale discrepancy in PvP hidden crit (scale changed from 1.5713 to 1.571)
  • Stalker > Ninja Blade > Flashing Steel: PvP non-hide crit increased from 5% to 20%
  • Stalker > Ninja Blade > Dragonfly: PvP non-hide crit increased from 5% to 20%
  • Stalker > Spines > Spine Burst: PvP hide crit decreased from 100% to 50%
  • Stalker > Spines > Ripper: PvP hide crit decreased from 100% to 50%
  • Stalker > Spines > Throw Spines: PvP hide crit decreased from 100% to 50%
  • Stalker > Street Justice > Spinning Strike: PvE crit scale increased from scale 1.5368 to 1.54
  • Stalker > Electrical Melee > Jacobs Ladder: PvP Hide Crit changed from 100% to 50%
  • Stalker > Electrical Melee > Thunder Strike: (Splash Damage only) PvP Non-Hide/Held/Slept Crit changed from 10% to 20%
  • Stalker > Fiery Melee > Breath of Fire: PvP Hide Crit changed from 100% to 50%
  • Stalker > Fiery Melee > Fire Sword Circle: PvP Hide Crit changed from 100% to 50%
  • Stalker > Kinetic Melee > Burst: PvE Hide Crit changed from 100% to 50%
    • This change has been temporarily rolled back pending further testing
  • Stalker > Savage Melee > Shred: PvP Hide Crit changed from 100% to 50%

Enhancements

  • Several enhancements were granting less of an increase than they should
    • Specifically, the endurance reduction portion of some non-superior sets was too low (scale 0.5 instead of scale 0.625) and all three parts of the superior ones were slightly too low (0.6162 or 0.6167 instead of 0.625)
  • Full list of impacted enhancements:
Spoiler

Avalanche: Damage/Endurance
Command of the Mastermind: Damage/Endurance
Frozen Blast: Damage/Endurance
Superior Avalanche: Accuracy/Damage/Endurance
Superior Blistering Cold: Accuracy/Damage/Recharge
Superior Blistering Cold: Accuracy/Damage/Endurance
Superior Entomb: Accuracy/Hold Duration/Endurance
Superior Frozen Blast: Accuracy/Damage/Recharge
Superior Frozen Blast: Accuracy/Damage/Endurance
Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance
Superior Assassin's Mark: Accuracy/Damage/Recharge (Stalker)
Superior Assassin's Mark: Damage/Endurance/Recharge (Stalker)
Superior Brute's Fury: Accuracy/Damage/Recharge
Superior Brute's Fury: Damage/Endurance/Recharge
Superior Critical Strikes: Accuracy/Damage/Recharge (Scrapper)
Superior Critical Strikes: Damage/Endurance/Recharge (Scrapper)
Superior Dominating Grasp: Accuracy/Control Duration/Endurance (Dominator)
Superior Dominion of Arachnos: Accuracy/Damage/Recharge
Superior Dominion of Arachnos: Damage/Endurance/Recharge
Superior Essence Transfer: Accuracy/Damage/Recharge (Kheldian)
Superior Essence Transfer: Damage/Endurance/Recharge (Kheldian)
Superior Gauntleted Fist: Accuracy/Damage/Recharge (Tanker)
Superior Gauntleted Fist: Damage/Endurance/Recharge (Tanker)
Superior Kheldian's Grace: Accuracy/Damage/Recharge
Superior Kheldian's Grace: Damage/Endurance/Recharge
Superior Malice of the Corruptor: Accuracy/Damage/Recharge
Superior Malice of the Corruptor: Damage/Endurance/Recharge
Superior Might of the Tanker: Accuracy/Damage/Recharge
Superior Might of the Tanker: Damage/Endurance/Recharge
Superior Overpowering Presence: Accuracy/Control Duration/Endurance (Controller)
Superior Scourging Blast: Accuracy/Damage/Recharge (Corruptor)
Superior Scourging Blast: Damage/Endurance/Recharge (Corruptor)
Superior Scrapper's Strike: Accuracy/Damage/Recharge
Superior Scrapper's Strike: Damage/Endurance/Recharge
Superior Spider's Bite: Accuracy/Damage/Recharge (Soldier of Arachnos)
Superior Spider's Bite: Damage/Endurance/Recharge (Soldier of Arachnos)
Superior Stalker's Guile: Accuracy/Damage/Recharge
Superior Stalker's Guile: Damage/Endurance/Recharge
Superior Unrelenting Fury: Accuracy/Damage/Recharge (Brute)
Superior Unrelenting Fury: Damage/Endurance/Recharge (Brute)
Superior Will of the Controller: Accuracy/Control Duration/Endurance
Superior Winter's Bite: Accuracy/Damage/Recharge
Superior Winter's Bite: Accuracy/Damage/Endurance
Superior Command of the Mastermind: Accuracy/Damage/Recharge
Superior Command of the Mastermind: Damage/Endurance/Recharge
Superior Defender's Bastion: Damage/Endurance/Recharge
Superior Defender's Bastion: Accuracy/Damage/Endurance
Superior Vigilant Assault: Damage/Endurance/Recharge (Defender)
Superior Vigilant Assault: Accuracy/Damage/Endurance (Defender)

 

 

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Per @Number Six:

Quote

One thing that we could use a few eyes on is testing the behavior of flying enemies in this patch.

 

The fixes for the AI pathfinding issues that Group Fly exposed affect all NPCs. They may make flying enemies more effective at following and fighting players... or they might break something. Enemies that can fly will be more likely to take to the air to engage you if you are already flying.

 

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16 minutes ago, Jimmy said:

New Prestige Powers

  • OnlyAffectSelf.png.58f9796877712b9b9a363e9094f5fc30.png Only Affect Self
    • Activating this power prevents you from attacking foes or aiding allies - all powers will only affect yourself
    • If you are attacked, this power will suppress, allowing you to fight back
      • Suppression rules updated to match Stealth (will only suppress if an enemy hits you, not if they miss you)
  • Disable_All.png.8c716acc1a4ff27a88690a0dd3bd366a.png Disable All Powers
    • Activating this power will stop all your powers and set bonuses from working
  • Both of these powers can be acquired from the P2W vendor in the Prestige Utility category for zero cost

Was the Disable all power to make ready for changes to Walk so that it doesn't disable all powers? (As a small note, it appears Walk, flames of prometheus and accolade stats are not suppressed.) If walk is meant to be able to be toggled at the same time, but without disable all powers then?

 

Walk does still currently disable all powers.

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Just now, arthurh35353 said:

Was the Disable all power to make ready for changes to Walk so that it doesn't disable all powers? (As a small note, it appears Walk, flames of prometheus and accolade stats are not suppressed.) If walk is meant to be able to be toggled at the same time, but without disable all powers then?

 

Walk does still currently disable all powers.

Yep. Next patch for Walk.

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Continuing the discussion on stealth - how about making disabled stealth something like 95% opaque? That doesn't require changing the enabled setting, so with it on it's as it was before, but I think/hope that would be visibly noticeable between the two states.

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I'd argue that trading Siphon for an actual Build Up is one of the things that makes KM *more* attractive on Stalkers than it is on any other melee AT.... But then, I absolutely hated the Siphon mechanic with my KM Scrap and Tanks, so-  Yeah. 

 

 

 

Edited by Coyotedancer
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Please don't make this thread about Kinetic Melee - we're trying to get eyes on all the bugfixes on the patch in order to publish it to live on Tuesday, and discussion on Kinetic Melee is not helpful. The critter Flight AI tweaks, Spirit Ward FX and power changes that aren't just a simple number change are the priority.

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1 hour ago, Jimmy said:

Testing Methodology: Level 50 Mastermind with all Flight Travel Pool Powers. All engagements were executed while using Fly and ranged attack powers to force enemy flight.

 

Conclusion: Based on my testing, enemies that use fly engage in normal attack behavior.

 

Croatoa > Level 30 > The Cabal > Attack

Spoiler

image.png.b6d6bc84220d9749fe462a56972963b3.png

Notes: The mob was on the ground when combat was initiated. They immediately took to flight and engaged in both ranged and melee attacks. When using ranged attacks they flew away a short range to engage and when using melee attacks they flew in close. Behavior normal.

 

Firebase Zulu > Level 41 > Natterling + Observer > Attack

Spoiler

image.thumb.png.c04c8ee6b84dc2fe33adeaf37a4284b3.png

Notes: The Natterlings and the Observer remained airborne throughout the engagement. They attacked with both ranged and melee attacks, cycling between their attacks and moving in and out for ranged attacks. Behavior normal.

 

Crey's Folly> Level 41 > The Swarm > Attack

Spoiler

image.thumb.png.39424c0961232e40d3aaf96979e1f6ee.png

Notes: Targets are always aloft, moved in and out of melee range. Did not attack from ranged distance. Behavior normal.

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1 hour ago, Faultline said:

Please don't make this thread about Kinetic Melee - we're trying to get eyes on all the bugfixes on the patch in order to publish it to live on Tuesday, and discussion on Kinetic Melee is not helpful. The critter Flight AI tweaks, Spirit Ward FX and power changes that aren't just a simple number change are the priority.

 

Spirit Ward FX Test: In-game Sound FX Volume 100%

 

Conclusion: FX applies to a subjectively auditorily satisfying amount. It was almost unnoticeable to my ears. 

 

Spoiler

 

 

 

Edited by Faultline
Deleting attachments per request.
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Following up my previous post on AI Flight behavior with one on Mastermind pet, allied pet, and temporary pet behaviors

 

Conclusion: Mastermind Pet commands worked as intended while using Group Fly.

 

Testing proceeded as follows: From a distance, while using Defensive stance, I targeted an enemy then clicked Attack My Target. Mastermind pets engaged quickly by initially getting in to melee range and then using ranged attacks as they cycled through their attacks. Once the targeted enemy was defeated, they moved on to other targets that I selected. At the end of the engagement, the Mastermind pets returned to my side. Behavior appears normal.

Spoiler

image.png.5f6979d1f7f286c3dc4808a9b5cf8de8.png

 

Using the Aggressive stance, the Mastermind pets attacked enemies which I used Attack My Target on. They continued to attack until the enemies in the area were defeated. Behavior appears normal.

Spoiler

image.png.0b7982af4e5586caceda7d60381c14dd.png

 

 

Moving on to Prestige and temporary pets...

 

Behavior appears similar (subjectively exactly the same even) to how Prestige and temporary pets without Group Fly behave. If they have ranged attacks, they use them and if they have melee attacks, they use them as well. Tested using Signature Summon (Ranged Damage, Melee Damage, Support, and Tank) along with Back Up Radio (PPD Reinforcement) pet summon.

Spoiler

image.png.93b68da81c7c364b944086ec1eee6424.png

 

Edited by Glacier Peak
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5 hours ago, Jimmy said:

Power Tray Locking

  • Right-clicking on a power tray (both regular and floating) now includes "Lock Tray Numbers" and "Lock Powers in Trays" shortcuts

 

While you're in there, any chance we could get a right-click Disable option for the pop-up power tray so folks don't have to speak to Null for this?  Or is that a different part of the code?

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10 hours ago, Faultline said:

Please don't make this thread about Kinetic Melee - we're trying to get eyes on all the bugfixes on the patch in order to publish it to live on Tuesday, and discussion on Kinetic Melee is not helpful. The critter Flight AI tweaks, Spirit Ward FX and power changes that aren't just a simple number change are the priority.

 

That's fair.

 

Could we maybe get a discussion going in the next patch in regards to the state of Kinetic Melee moving forward?

 

 

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I actually found kinetic melee is best on stalkers, in personal experience. Power siphon is a cool concept but lackluster in execution. I feel like I'm whiffing enemies with a pool noodle on anything but a stalker.

 

In regards to the patch, been waiting for a "toggle off" power for a long time. Thanks HC team.

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8 hours ago, Cinnder said:

While you're in there, any chance we could get a right-click Disable option for the pop-up power tray so folks don't have to speak to Null for this?  Or is that a different part of the code?

 

Different thing; that is done via granting or revoking a temporary power. May change in the future but not page 2.

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What kind of ideas are we looking at for potential new travel IO's? Otherwise regarding that are you open to suggestions? As Swift and Hurdle originally accepted IO running and jumping sets. that was changed to not allow sets there as people were putting celerity:stealth in swift and complaining that they couldn't see their costumes. With the fork happening and the travel stealth IO's (sprints/leaping) diverging, that means we could build stuff for swift/hurdle again.

 

Since swift/hurdle are obviously auto powers, maybe some kind of proc that sporadically boosts movement speed to ss/sj levels during procs (that would then stack with other movement speed bonuses and travel powers, allowing people greater ease in moving around and seems congruent with the current movement overhaul.

 

Or and this is a stretch as it does dip its toes into the realm of power creep, swift/hurlde procs that can be added by players that add a specialized debuff defense whether that be regen, recovery, tohit, defense, run, recharge, etc. to allow players to short of shore up to a degree some potential debuff weakness. -well perhaps not defense debufff resistance as that would likely be almost unilaterally taken by anyone outside of being an SR Tank or Brute.

 

New IO's always get me excited to figure how what kind of new builds can be made.

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26 minutes ago, SeraphimKensai said:

Since swift/hurdle are obviously auto powers, maybe some kind of proc that sporadically boosts movement speed to ss/sj levels during procs

 

That sounds ridiculously annoying...

 

Inconsistent movement speeds, with boosts switching off and on at random intervals whenever you're running a map or just crossing a zone? Yikes. No thanks. That just sounds like a recipe for bouncing off of every stray crate and bus stop in the City. 

 

"Do-dah-do-dah, off we go running down the stree- *ZOOMPROC*... Yikes! ... *sound of Captain Speedbump crashing into the side of a building*... Ouch. NOT glorious." 😆 

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15 minutes ago, Coyotedancer said:

 

That sounds ridiculously annoying...

 

Inconsistent movement speeds, with boosts switching off and on at random intervals whenever you're running a map or just crossing a zone? Yikes. No thanks. That just sounds like a recipe for bouncing off of every stray crate and bus stop in the City. 

 

"Do-dah-do-dah, off we go running down the stree- *ZOOMPROC*... Yikes! ... *sound of Captain Speedbump crashing into the side of a building*... Ouch. NOT glorious." 😆 

You know, I wrote that before I had any coffee this morning, and now that I've finished my second cup your right. I'm just thinking about trying to line up a jump onto a platform and either over or under shooting it.

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4 hours ago, Tyrannical said:

 

That's fair.

 

Could we maybe get a discussion going in the next patch in regards to the state of Kinetic Melee moving forward?

 

 


The state of Kinetic Melee: It could use an update.

 

Let’s move on.😁

Playing CoX is it’s own reward

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3 hours ago, Faultline said:

 

Different thing; that is done via granting or revoking a temporary power. May change in the future but not page 2.

 

Rats -- I had a feeling that would be the case.  Ty anyway.

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