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Posted

Powers

  • Infiltration.png.8ee322430b8e65ee8c846bb2f69d916e.png Concealment > Infiltration
    • Increased Run Speed buff by 10%
    • Increased Jump Speed buff by 10%
    • Increased Jump Height buff by 10%
    • Removed the continuous humming sound
  • inherent_walk.png.8d73f32e1514a71e3b3aa62890e64555.png.4eaf60c3065e3226c0244dcf3fe311bc.png Inherent > Walk
    • No longer disables all powers (you can now use the Disable All Powers P2W power if this effect is desired)
    • Instead, Walk now applies Only Affect Self, caps your speed to the base values, and disables all travel powers
  • umbralaura_stygiancircle.png.11bbcfb322fd8840f35224411531155c.png Umbral Aura > Stygian Circle
    • This power no longer roots

Combat Log

  • Many, many absorb powers were missing their combat log messages - they will now use the following strings:
    • You grant {PlayerDest} {Damage} points of absorption over time with {PowerName}
    • {PlayerSource} grants you {Damage} points of absorption over time with their {PowerName}
    • You receive {Damage} points of absorption over time from your {PowerName}
  • Full list of affected powers:
Spoiler

Awakened Mindcrasher Psionic_Carapace
Blaster_Support Ice_Manipulation Chilling_Embrace
Blaster_Support Martial_Manipulation Reaction_Time
Blaster_Support Plant_Manipulation Wild_Fortress
Blaster_Support Sonic_Manipulation Sound_Barrier
Blaster_Support Time_Manipulation Temporal_Healing
Boosts Attuned_Sentinels_Ward_F Attuned_Sentinels_Ward_F
Boosts Superior_Attuned_Superior_Sentinels_Ward_F Superior_Attuned_Superior_Sentinels_Ward_F
Brute_Defense Bio_Organic_Armor Ablative_Carapace
Brute_Defense Bio_Organic_Armor Parasitic_Aura
Brute_Defense Radiation_Armor Particle_Shielding
Controller_Buff Nature_Affinity Wild_Bastion
Controller_Buff Shock_Therapy Insulating_Circuit
Corruptor_Buff Nature_Affinity Wild_Bastion
Corruptor_Buff Shock_Therapy Insulating_Circuit
Defender_Buff Nature_Affinity Wild_Bastion
Defender_Buff Shock_Therapy Insulating_Circuit
DevouringEarth Mini_Hamidon_Powers Decay
Magisterium Pendragon Power_of_the_Fae
Magisterium Shadowhunter Transform
Mastermind_Buff Nature_Affinity Wild_Bastion
Mastermind_Buff Shock_Therapy Insulating_Circuit
Mission_Maker_Secondary Ice_Manipulation Chilling_Embrace
Pets Superior_Vigilant_Assault_Proc Superior_Vigilant_Assault
Pets Vigilant_Assault_Proc Vigilant_Assault
Pool Gadgetry Force_Barrier
Pool Sorcery Spirit_Ward
Primal_Gifts Primal_Gift Shifters_Shield
Scrapper_Defense Bio_Organic_Armor Ablative_Carapace
Scrapper_Defense Bio_Organic_Armor Parasitic_Aura
Scrapper_Defense Radiation_Armor Particle_Shielding
Sentinel_Defense Bio_Organic_Armor Ablative_Carapace
Sentinel_Defense Bio_Organic_Armor Parasitic_Leech
Sentinel_Defense Ice_Armor Frigid_Shield
Sentinel_Defense Invulnerability Durability
Sentinel_Defense Radiation_Armor Particle_Shielding
Sentinel_Defense Regeneration Instant_Regeneration
Sentinel_Defense Super_Reflexes Master_Brawler
Set_Bonus Set_Bonus Entomb_Proc
Set_Bonus Set_Bonus Gauntleted_Fist_Proc
Set_Bonus Set_Bonus Preventive_Medicine_Proc
Set_Bonus Set_Bonus Superior_Entomb_Proc
Set_Bonus Set_Bonus Superior_Gauntleted_Fist_Proc
Stalker_Defense Bio_Organic_Armor Ablative_Carapace
Stalker_Defense Bio_Organic_Armor Parasitic_Aura
Stalker_Defense Radiation_Armor Particle_Shielding
Tanker_Defense Bio_Organic_Armor Ablative_Carapace
Tanker_Defense Bio_Organic_Armor Parasitic_Aura
Tanker_Defense Radiation_Armor Particle_Shielding
Temporary_Powers Temporary_Powers Absorb_Test
Temporary_Powers Temporary_Powers Absorb_Toggle_Test
V_Arachnos_Proxy Bio_Armor Ablative_Carapace
V_Arachnos_Proxy Bio_Armor Parasitic_Aura
V_Arachnos_Proxy Ice_Manipulation Chilling_Embrace
V_Arachnos_Proxy Nature_Affinity Wild_Bastion
V_Arachnos_Proxy Plant_Manipulation Wild_Fortress
V_Arachnos_Proxy Shock_Therapy Insulating_Circuit
V_Arachnos_Proxy Sonic_Manipulation Sound_Barrier
V_Arachnos_Proxy Temporal_Manipulation Temporal_Healing

 

Enhancements

  • +range set bonuses now have 7 tiers (like all other types), rather than 3
    • This should have no impact on existing sets

Miscellaneous

  • Locking icons in power trays now also locks macros in power trays
  • Added missing bio for Digiwrench from Sgt. Schorr's arc

Atlas Park & Mercy Island

Echo Plaza

  • Added Luna near the TUNNEL portal in order to allow Praetorians to purchase past Anniversary badges
  • Added P2W vendor by the hospital in order to easily get the new Only Affect Self and Disable All powers
  • Logging off near the Hospital will now award credit towards the Caregiver / Pain Specialist day job
  • Logging off near the Tailor will now award credit towards the Fashion Designer day job
    • This is the only Fashion Designer location available to Praetorians
  • Removed fall damage

Sewer Network & Abandoned Sewer Network

  • Updated the Abandoned Sewer Network minimap to correctly display Vahzilok's lab
    • This area was added to the zone in i25 but the minimap was never updated
  • Updated the Sewer Network minimap to remove the trial room (which is only present in the Abandoned Sewers, not the regular sewers)
  • Updated both maps to show the Skyway City entrance
  • The "Living Dark" badge in the Abandoned Sewer Network has been moved into Vahzilok's lab

Map_SewerNetwork.thumb.jpg.363b62cfbed6665a9a41b2a22831e122.jpg  Map_trial_01_02.thumb.png.e8e980e698cd424816a33a7782971ad6.png  Map_trial_01_01.thumb.png.9d9b09b6ac4f3b4edaeafee04e4fb65f.png

From left to right: old minimap for both zones, new minimap for Sewer Network, new minimap for Abandoned Sewer Network

 

Bug Fixes

  • Fixed an issue with minimap compass textures scaling incorrectly if Cimerora was the first map you loaded into
  • Minor LoD fixes in Atlas Park
  • Fix basic Freakshow Tank Swipers and Freakshow Tank Smashers counting twice for the Tankbuster badge

  • Fix basic Watchers and Overseers counting twice for the Visionary badge

    • ("Basic" in this context means that they're not special versions used in the Catheral of Pain or alternate looks)
  • Fixed Vespillo's Pass (ITF mission 3) minimap freaking out at the entrance and in the final area

Powers Bug Fixes

  • Fixed a bug that would cause some oddities while running various stance-setting powers (like Ninja Run + Power Slide)
  • Fixed a bug that was causing Low-G Pack and Zero-G Pack temp powers to break travel powers
  • Dual Pistols (all versions): Addressed some issues with animations not executing for the next power right after a weapon redraw attack
  • Peacebringer > Luminous Aura > Quantum Maneuvers: Fixed a bug that caused intermittent vfx
  • Minor text fixes for Inherent powers
  • Like 9
  • Thanks 3

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  • Faultline changed the title to Patch Notes for May the 4th (be with you), 2021
Posted (edited)
2 minutes ago, ZaranBlack said:

What’s the reason for reverting the spawn changes?


The mob spawn rates in Atlas Park and Mercy Island were so low that the people running the blue or red side Issue 21 story arcs respectively were competing with each other for mobs.  Sometimes you had to wait around for the mobs to respawn, making the story arcs take much longer to complete than before.

Edited by Apparition
  • Like 3
  • Thanks 1
Posted
27 minutes ago, ZaranBlack said:

What’s the reason for reverting the spawn changes?

 

What @Apparition said, but the devs have said they still want to improve the spawn behavior to not be so crazy, but doing so requires modifying the missions that rely on you clearing them. That will take more time than they wanted to leave people having to deal with the side effects of the reduced spawn rates, so the reversion was the best course for now.

  • Thanks 2
Posted

I don't know if this was intentional or what, but the new jumping speed while Walking is slower than it used to be. It's currently capped at 3.15 mph just like the walking speed is, but before the patch you could move faster by hopping.

Posted
27 minutes ago, Dispari said:

I don't know if this was intentional or what, but the new jumping speed while Walking is slower than it used to be. It's currently capped at 3.15 mph just like the walking speed is, but before the patch you could move faster by hopping.

I think it was. Now that powers are no longer disabled, I bet you could have had some silly jump speeds while in Walk. But if it is being capped at 3.15 mph, the patch notes should be updated to reflect that as "capped at base speed" technically would mean capped at 14.32 mph. 


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Posted
31 minutes ago, Bopper said:

I think it was. Now that powers are no longer disabled, I bet you could have had some silly jump speeds while in Walk. But if it is being capped at 3.15 mph, the patch notes should be updated to reflect that as "capped at base speed" technically would mean capped at 14.32 mph. 


Right, it should be capped at a higher speed, is what I was trying to say.

Posted
24 minutes ago, Carnifax said:

image.png.8eb591b4ce98169e45d249f1786025d7.png

 

Sigh. More work for me.

 

Mind you I just looked at Static field and Confuse Chain in Elec Control as part of my Mez update and they're making me cry. What the hell does this mean?

image.png.dc4c1d605fbff5687fd9b13fa108e819.png

 

This thread might help with that question:

 

 

It looks like that might be the pseudo-pet procing. Next time, stand near the mobs inside your static field, and see if you are given some endurance after the "Energy build up from the Static Field causes X to shake uncontrollably." triggers.

Posted
5 minutes ago, Carnifax said:

Oh I know it's the Static Field pseudo. I'm just annoyed it doesn't say 

 

Static Field:  You Sleep Metal Smasher with your Static Field. 

 

Like most other mezzes do. 

 

Thing is, its not the sleep portion of the pseudo-pet.. its the secondary pet that grants you endurance (not the original one that puts things to sleep)

Posted
1 minute ago, Arbegla said:

 

Thing is, its not the sleep portion of the pseudo-pet.. its the secondary pet that grants you endurance (not the original one that puts things to sleep)

 

Don't think so, the sleep pulses and these are the log entries for them

 

2021-04-22 23:06:23 Static Field:  You hit Metal Swiper with your Static Field for 2.39 points of their endurance. <-- End Drain
2021-04-22 23:06:23 Static Field:  Energy built up from the Static Field causes Tank Smasher to shake uncontrollably! <-- Sleep
2021-04-22 23:06:23 Static Field:  Energy built up from the Static Field causes Metal Smasher to shake uncontrollably! <-- Sleep

 

There's nothing else in the logs mentioning Sleep so it has to be these oddball lines. 

 

Posted
8 hours ago, Jimmy said:

Removed fall damage

 

My work here is done.  *swooshes cape*

Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

Posted (edited)

Respec keeps failing since this patch, still unsure if its something my end or related to the patch itself

 

***Quit game, relogged in appears to have fixed the respec issue. Working now as intended

Edited by ElementCentral
***UPDATE***
Posted
2 hours ago, Dispari said:

I don't know if this was intentional or what, but the new jumping speed while Walking is slower than it used to be. It's currently capped at 3.15 mph just like the walking speed is, but before the patch you could move faster by hopping.

I used to follow NPCs around town in walk mode just for the fun of it.  Some walk much faster than walk speed.  I would refresh the distance by a few hops.  Guess I'll have to toggle now.

 

9 hours ago, Jimmy said:

Fixed a bug that would cause some oddities while running various stance-setting powers (like Ninja Run + Power Slide)

 

I have a few toons that would do a little Parkinson's maneuver and finally traced it to this to slide and Ninja combo.

An Ounce of Pounce is worth a Pound of Bounce.

Posted
9 hours ago, Jimmy said:

Infiltration.png.8ee322430b8e65ee8c846bb2f69d916e.png Concealment > Infiltration

  • Removed the continuous humming sound

 

Thank you.  Thank you so much.  ❤️

  • Like 3

Get busy living... or get busy dying.  That's goddamn right.

Posted

Enhancements

  • +range set bonuses now have 7 tiers (like all other types), rather than 3
    • This should have no impact on existing sets

 

So does that mean we got some IO changes? If so are the changes listed somewhere?

Posted (edited)
40 minutes ago, Ohsirus said:

Enhancements

  • +range set bonuses now have 7 tiers (like all other types), rather than 3
    • This should have no impact on existing sets

 

So does that mean we got some IO changes? If so are the changes listed somewhere?

It's probably not that interesting. There previously were only 3 set bonuses for range, and it was set to (paraphrasing names):

Range_Bonus_1 = 5% (referred to as Tiny)

Range_Bonus_2 = 7.5% (referred to as Large)

Range_Bonus_3 = 10% (referred to as Ultimate)

 

Normally there are 7 tiers where you have the following:

_1 = tiny

_2 = small

_3 = moderate

_4 = large

_5 = huge

_6 = gargantuan 

_7 = ultimate

 

So they seem to just be fixing range bonuses to match their normal standard. It could mean future sets get these new bonuses, but that would purely be speculative.

 

Edit: a change like this normally wouldn't warrant a patch note, so I suspect it's only being mentioned because there could be a risk of player set bonuses getting messed up during standardization. If the old set bonus was called _3 (ultimate) and now it's called _7, you might want to make sure you still have your set bonus and that it didn't change in value (so 10% stays 10%, basically)

Edited by Bopper

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Posted (edited)

Thank you!  The hum from Infiltrate was icepick-into-eardrum annoying, and the spawn rates in Mercy were... well... there were no mobs!  I can't imagine how tough the bluesiders must have had it.

 

On the downside, the stalker weapon redraw AS bug is still with us.

 

Other then that, good stuff all around.  I am proud and confident to have such an excellent dev team.  Huzzah!

Edited by Gunrunner
Posted
11 hours ago, Jimmy said:

Walk now applies Only Affect Self, caps your speed to the base values, and disables all travel powers

Is there a game mechanic reason I can’t walk menacingly slowly after a target, a la generic horror villain, and hit them with my melee weapon?

Posted
5 minutes ago, PhantomoftheFPS said:

I like the infiltration changes - to consider it a travel power was pretty weak. Maybe 10 more percent? 😈

Try a Universal set in it like Zephyer or Winter.  run+jump combo is great

Also 85ish mph runspeed with 2 slot sprint and 2 slot infiltration.  not bad considering the jumping allows me to hurdle a train station

And those alts with [Quickness] or [Mental Training] at at cap or near cap.

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