Developer The Curator Posted May 26 Developer Posted May 26 Zones Spoiler Various Newsies have been updated to shout about much more recent Homecoming-relevant things. Talos Island Relocated a shrubbery that was too close to a mission door, occasionally causing players to exit trapped inside. Closed geometry gap near a group of shops nearby the tram plaza. Independence Port Closed geometry gaps around the water foundation of the building near Miss Liberty. Brickstown Fixed two event glowie spawn points that were floating above the ground and not working correctly. Peregrine Island Carnies in Peregrine Island now display more festive behaviors instead of holding sniper rifles and shotguns. 'Crey's Folly' Lowered two floating crates near [1715, -21, 1518]. Eden Removed rogue piece of canopy geometry from Eden. Firebase Zulu Brought a floating shrub back to ground. Grandville Arachnos has added a quartet of new R.O.T. installations in the Central Holding Block (CHB) to ensure prison security for their highest security prisoners. Dr. Quatrexin and Calystix the Shaper have been added to the prisoners found in the CHB. Prisoner locations within the Grandville CHB have been moved around slightly in order to facilitate future planned content. Rikti War Zone Removed floating tank markers in the air. Fixed indoor lighting when in the vehicle bay south of the Vanguard base. Nova Praetoria Lowered two floating trees. Imperial City Lowered a floating traffic light. Removed a random metal door that was poking out of the floor. First Ward Moved Vanessa Devore out of the stairs. Labyrinth of Fog When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat. The target of the Minotaur at +10 shifts is now announced. Doors found in the Orange 5th Column floor of the map have been removed as the Minotaur had issues pathing through them. Players inside the Font of Malevolence now receive a minor stealth buff to allow raids to assemble within without aggro'ing the central mobs. Fixed a Malevolent Fog spawn point that was misbehaving in the Green Praetorian Lab ceiling. High score of the last run now persists until the Minotaur is defeated again/zone resets so players can view it more easily. Stuck check timer of the Minotaur reduced from 6 minutes to 60 seconds.
Player2 Posted May 29 Posted May 29 There is a floating board behind the cabin/boathouse in Perez Park at [-868.2 -1.5 3748.8]. It's just hanging vertically up there like no one cares about logic or whatever. 1 1
CraterLabs Posted Wednesday at 12:17 AM Posted Wednesday at 12:17 AM Okay, this is probably a minor comment in the grand scheme of things buuuut... While I like having the Carnies in Independence Port being more "festive" more often, I also kinda liked the fact that the Carnies were sort of the game's only group that really felt like something you might see working for a Batman villain. Their gang has a theme and they're sticking to it, and I enjoy both seeing them be literal clowns, but also picking up normal assault rifles and pistols like they're about to rob a bank or something, heh. Is it possible to maybe have them have the normal guns again, maybe ten percent of the time or something? Or is that kind of variable spawn behavior not a realistic option?
TauntingMonk Posted 7 hours ago Posted 7 hours ago On 5/26/2025 at 8:15 AM, The Curator said: When the zone is at +10 Labyrinth Shifts, The Minotaur In The Fog will instantly teleport to their chosen hunt target, making it much faster for raids to find and engage them in combat. Have you tested this on players that are out side of the map?
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